From d720eb80e176bf7455f37cfff9e336c95bc911f4 Mon Sep 17 00:00:00 2001 From: Patrick Owen Date: Sat, 28 Sep 2024 19:02:06 -0400 Subject: [PATCH] Clamp UV-coordinates to centers of outermost texels when configured to do so In addition, fix region_filter_clip_enabled documentation to be consistent with AtlasTexture.xml, since that is the option whose behavior was fixed --- doc/classes/Sprite2D.xml | 2 +- drivers/gles3/shaders/canvas.glsl | 3 ++- servers/rendering/renderer_rd/shaders/canvas.glsl | 3 ++- 3 files changed, 5 insertions(+), 3 deletions(-) diff --git a/doc/classes/Sprite2D.xml b/doc/classes/Sprite2D.xml index d73cb02d94a..239c4dcf095 100644 --- a/doc/classes/Sprite2D.xml +++ b/doc/classes/Sprite2D.xml @@ -76,7 +76,7 @@ If [code]true[/code], texture is cut from a larger atlas texture. See [member region_rect]. - If [code]true[/code], the outermost pixels get blurred out. [member region_enabled] must be [code]true[/code]. + If [code]true[/code], the area outside of the [member region_rect] is clipped to avoid bleeding of the surrounding texture pixels. [member region_enabled] must be [code]true[/code]. The region of the atlas texture to display. [member region_enabled] must be [code]true[/code]. diff --git a/drivers/gles3/shaders/canvas.glsl b/drivers/gles3/shaders/canvas.glsl index 76881c8032d..5e7fb3b3389 100644 --- a/drivers/gles3/shaders/canvas.glsl +++ b/drivers/gles3/shaders/canvas.glsl @@ -579,7 +579,8 @@ void main() { #endif if (bool(read_draw_data_flags & FLAGS_CLIP_RECT_UV)) { - uv = clamp(uv, read_draw_data_src_rect.xy, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw)); + vec2 half_texpixel = read_draw_data_color_texture_pixel_size * 0.5; + uv = clamp(uv, read_draw_data_src_rect.xy + half_texpixel, read_draw_data_src_rect.xy + abs(read_draw_data_src_rect.zw) - half_texpixel); } #endif diff --git a/servers/rendering/renderer_rd/shaders/canvas.glsl b/servers/rendering/renderer_rd/shaders/canvas.glsl index 704aafdfa5d..fd0cd5bfad4 100644 --- a/servers/rendering/renderer_rd/shaders/canvas.glsl +++ b/servers/rendering/renderer_rd/shaders/canvas.glsl @@ -493,7 +493,8 @@ void main() { #endif if (bool(draw_data.flags & FLAGS_CLIP_RECT_UV)) { - uv = clamp(uv, draw_data.src_rect.xy, draw_data.src_rect.xy + abs(draw_data.src_rect.zw)); + vec2 half_texpixel = draw_data.color_texture_pixel_size * 0.5; + uv = clamp(uv, draw_data.src_rect.xy + half_texpixel, draw_data.src_rect.xy + abs(draw_data.src_rect.zw) - half_texpixel); } #endif