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lines changed Original file line number Diff line number Diff line change @@ -66,10 +66,12 @@ export const Border: WebGlShaderType<BorderProps> = {
6666 vec2 edge = clamp(a_nodeCoords * 2.0 - vec2(1.0), -1.0, 1.0);
6767 v_edgeWidth = 1.0 / u_pixelRatio;
6868
69- float borderTop = u_borderWidth.x;
70- float borderRight = u_borderWidth.y;
71- float borderBottom = u_borderWidth.z;
72- float borderLeft = u_borderWidth.w;
69+ vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0);
70+
71+ float borderTop = adjustedBorderWidth.x;
72+ float borderRight = adjustedBorderWidth.y;
73+ float borderBottom = adjustedBorderWidth.z;
74+ float borderLeft = adjustedBorderWidth.w;
7375
7476 v_outerBorderUv = vec2(0.0);
7577 v_innerBorderUv = vec2(0.0);
Original file line number Diff line number Diff line change @@ -83,10 +83,12 @@ export const RoundedWithBorder: WebGlShaderType<RoundedWithBorderProps> = {
8383 v_outerSize = vec2(0.0);
8484
8585 if(v_borderZero == 0.0) {
86- float borderTop = u_borderWidth.x;
87- float borderRight = u_borderWidth.y;
88- float borderBottom = u_borderWidth.z;
89- float borderLeft = u_borderWidth.w;
86+ vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0);
87+
88+ float borderTop = adjustedBorderWidth.x;
89+ float borderRight = adjustedBorderWidth.y;
90+ float borderBottom = adjustedBorderWidth.z;
91+ float borderLeft = adjustedBorderWidth.w;
9092
9193 v_outerBorderUv = vec2(0.0);
9294 v_innerBorderUv = vec2(0.0);
Original file line number Diff line number Diff line change @@ -92,10 +92,12 @@ export const RoundedWithBorderAndShadow: WebGlShaderType<RoundedWithBorderAndSha
9292 v_outerSize = vec2(0.0);
9393
9494 if(v_borderZero == 0.0) {
95- float borderTop = u_borderWidth.x;
96- float borderRight = u_borderWidth.y;
97- float borderBottom = u_borderWidth.z;
98- float borderLeft = u_borderWidth.w;
95+ vec4 adjustedBorderWidth = u_borderWidth - 1.0 + clamp(u_borderWidth, -1.0, 1.0);
96+
97+ float borderTop = adjustedBorderWidth.x;
98+ float borderRight = adjustedBorderWidth.y;
99+ float borderBottom = adjustedBorderWidth.z;
100+ float borderLeft = adjustedBorderWidth.w;
99101
100102 v_outerBorderUv = vec2(0.0);
101103 v_innerBorderUv = vec2(0.0);
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