shaders: Remove redundant clamp of smoothsteps return value. (#3456)

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Dickby 2023-09-30 14:12:48 +02:00 committed by GitHub
parent 6a4643842d
commit 772c7d1d3c
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2 changed files with 5 additions and 5 deletions

View file

@ -71,11 +71,11 @@ void main() {
if (dist < radius - h) {
// lower
float normalized = clamp(smoothstep(0.0, 1.0, dist - radius + thick + 0.5), 0.0, 1.0);
float normalized = smoothstep(0.0, 1.0, dist - radius + thick + 0.5);
additionalAlpha *= normalized;
} else {
// higher
float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
additionalAlpha *= normalized;
}

View file

@ -22,7 +22,7 @@ inline static constexpr auto ROUNDED_SHADER_FUNC = [](const std::string colorVar
if (dist > radius - 1.0) {
float dist = length(pixCoord);
float normalized = 1.0 - clamp(smoothstep(0.0, 1.0, dist - radius + 0.5), 0.0, 1.0);
float normalized = 1.0 - smoothstep(0.0, 1.0, dist - radius + 0.5);
)#" +
colorVarName + R"#( = )#" + colorVarName + R"#( * normalized;
@ -100,7 +100,7 @@ void main() {
if (discardOpaque == 1 && pixColor[3] * alpha == 1.0)
discard;
if (discardAlpha == 1 && pixColor[3] <= discardAlphaValue)
discard;
@ -349,4 +349,4 @@ void main() {
gl_FragColor = pixColor;
}
)#";
)#";