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Fix outlines being offset diagonally by about half a pixel (#1668)
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Fixes very subtle bug that caused outlines to be offset. With the gaps introduced in #1614 this became more quite apparent in some situations (at least if you're glued with your nose to the screen like myself ;))
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Wumpf committed Mar 22, 2023
1 parent 2e64016 commit 5e660cf
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion crates/re_renderer/shader/composite.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ var outline_voronoi_texture: texture_2d<f32>;
@fragment
fn main(in: FragmentInput) -> @location(0) Vec4 {
let resolution = Vec2(textureDimensions(color_texture).xy);
let pixel_coordinates = resolution * in.texcoord;
let pixel_coordinates = floor(resolution * in.texcoord);

// Note that we can't use a simple textureLoad using @builtin(position) here despite the lack of filtering.
// The issue is that positions provided by @builtin(position) are not dependent on the set viewport,
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2 changes: 1 addition & 1 deletion crates/re_renderer/shader/outlines/jumpflooding_step.wgsl
Original file line number Diff line number Diff line change
Expand Up @@ -20,7 +20,7 @@ var<uniform> uniforms: FrameUniformBuffer;
fn main(in: FragmentInput) -> @location(0) Vec4 {
let resolution = Vec2(textureDimensions(voronoi_texture).xy);
let pixel_step = Vec2(f32(uniforms.step_width), f32(uniforms.step_width)) / resolution;
let pixel_coordinates = resolution * in.texcoord;
let pixel_coordinates = floor(resolution * in.texcoord);

var closest_positions_a = Vec2(f32min);
var closest_distance_sq_a = f32max;
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