Fix: UI: Broken Geometry node socket display on macOS
Fix various warnings (that were errors) referring to variables used inside their own initialization.
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@@ -17,9 +17,9 @@ FRAGMENT_SHADER_CREATE_INFO(gpu_shader_2D_node_socket_inst)
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#define SOCK_DISPLAY_SHAPE_DIAMOND_DOT 5
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/* Calculates a squared distance field of a square. */
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float square_sdf(vec2 absCo, float half_width_x, float half_width_y)
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float square_sdf(vec2 absCo, vec2 half_size)
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{
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vec2 extruded_co = absCo - vec2(half_width_x, half_width_y);
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vec2 extruded_co = absCo - half_size;
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vec2 clamped_extruded_co = vec2(max(0.0, extruded_co.x), max(0.0, extruded_co.y));
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float exterior_distance_squared = dot(clamped_extruded_co, clamped_extruded_co);
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@@ -72,27 +72,23 @@ void main()
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break;
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}
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case SOCK_DISPLAY_SHAPE_SQUARE: {
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float square_radius = square_radius - corner_rounding;
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distance_squared = square_sdf(co, square_radius, square_radius);
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distance_squared = square_sdf(co, vec2(square_radius - corner_rounding));
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alpha_threshold = corner_rounding;
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break;
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}
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case SOCK_DISPLAY_SHAPE_SQUARE_DOT: {
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float square_radius = square_radius - corner_rounding;
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distance_squared = square_sdf(co, square_radius, square_radius);
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distance_squared = square_sdf(co, vec2(square_radius - corner_rounding));
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alpha_threshold = corner_rounding;
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dot_threshold = finalDotRadius;
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break;
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}
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case SOCK_DISPLAY_SHAPE_DIAMOND: {
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float diamond_radius = diamond_radius - corner_rounding;
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distance_squared = square_sdf(abs(rotate_45(co)), diamond_radius, diamond_radius);
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distance_squared = square_sdf(abs(rotate_45(co)), vec2(diamond_radius - corner_rounding));
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alpha_threshold = corner_rounding;
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break;
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}
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case SOCK_DISPLAY_SHAPE_DIAMOND_DOT: {
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float diamond_radius = diamond_radius - corner_rounding;
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distance_squared = square_sdf(abs(rotate_45(co)), diamond_radius, diamond_radius);
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distance_squared = square_sdf(abs(rotate_45(co)), vec2(diamond_radius - corner_rounding));
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alpha_threshold = corner_rounding;
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dot_threshold = finalDotRadius;
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break;
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