From 51c3bf24b7f7f6a4e48c82ae1cc0ad54df3e447f Mon Sep 17 00:00:00 2001 From: ickshonpe Date: Sat, 11 Jan 2025 05:45:20 +0000 Subject: [PATCH] `custom_ui_material` border fix (#17282) # Objective The order of the border edges in `UiVertexOutput` is left, right, top, bottom but in `custom_ui_material` the selectors switch them so left is right and top is bottom. ## Solution Reverse the conditions so that the correct border values are selected. --- assets/shaders/custom_ui_material.wgsl | 12 ++++++++++-- 1 file changed, 10 insertions(+), 2 deletions(-) diff --git a/assets/shaders/custom_ui_material.wgsl b/assets/shaders/custom_ui_material.wgsl index ef000aef7e..ae53b528d8 100644 --- a/assets/shaders/custom_ui_material.wgsl +++ b/assets/shaders/custom_ui_material.wgsl @@ -10,16 +10,24 @@ @fragment fn fragment(in: UiVertexOutput) -> @location(0) vec4 { + // normalized position relative to the center of the UI node let r = in.uv - 0.5; + + // normalized size of the border closest to the current position let b = vec2( - select(in.border_widths.x, in.border_widths.y, r.x < 0.), - select(in.border_widths.z, in.border_widths.w, r.y < 0.) + select(in.border_widths.x, in.border_widths.y, 0. < r.x), + select(in.border_widths.z, in.border_widths.w, 0. < r.y) ); + // if the distance to the edge from the current position on any axis + // is less than the border width on that axis then the position is within + // the border and we return the border color if any(0.5 - b < abs(r)) { return border_color; } + // sample the texture at this position if it's to the left of the slider value + // otherwise return a fully transparent color if in.uv.x < slider { let output_color = textureSample(material_color_texture, material_color_sampler, in.uv) * color; return output_color;