fix dot grid fragment shader for android
This commit is contained in:
+93
-14
@@ -40,6 +40,8 @@ class DotGridBackground extends CanvasBackground {
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final double spacing; // grid spacing in logical pixels at scale = 1
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final double spacing; // grid spacing in logical pixels at scale = 1
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final Color dotColor;
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final Color dotColor;
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final Color backgroundColor;
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final Color backgroundColor;
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// Allow choosing pan semantics: true => grid moves with content ("natural"), false => inverted
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final bool naturalPan;
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// Static shader program cache shared across instances
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// Static shader program cache shared across instances
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static ui.FragmentProgram? _program;
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static ui.FragmentProgram? _program;
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@@ -50,6 +52,7 @@ class DotGridBackground extends CanvasBackground {
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this.spacing = 50.0,
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this.spacing = 50.0,
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this.dotColor = Colors.black12,
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this.dotColor = Colors.black12,
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this.backgroundColor = Colors.white,
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this.backgroundColor = Colors.white,
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this.naturalPan = true,
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}) : super();
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}) : super();
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// Kick off async load once
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// Kick off async load once
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@@ -91,20 +94,22 @@ class DotGridBackground extends CanvasBackground {
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return;
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return;
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}
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}
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// Device pixel ratio for converting logical -> physical pixels used by FlutterFragCoord
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// Compute uniforms in logical pixels to match FlutterFragCoord and CPU path
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final dpr = RendererBinding.instance.renderView.configuration.devicePixelRatio;
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final scaledSpacingPx = (spacing * scale).abs();
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final radiusPx = (size * scale).abs();
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// Compute uniforms in physical pixels
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final scaledSpacingPx = (spacing * scale * dpr).abs();
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final radiusPx = (size * scale * dpr).abs();
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// Phase to align grid with world origin under pan/zoom
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// Phase to align grid with world origin under pan/zoom
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double modPositive(double a, double m) => ((a % m) + m) % m;
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double modPositive(double a, double m) => ((a % m) + m) % m;
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final phaseXPx = modPositive(canvasOffset.dx * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final sign = naturalPan ? 1.0 : -1.0;
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final phaseYPx = modPositive(canvasOffset.dy * scale * dpr, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final phaseXPx = modPositive(sign * canvasOffset.dx * scale, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final phaseYPx = modPositive(sign * canvasOffset.dy * scale, scaledSpacingPx == 0 ? 1 : scaledSpacingPx);
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final originXPx = screenOffset.dx * dpr;
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// Snap origin: use exact logical origin (no rounding) to match CPU path
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final originYPx = screenOffset.dy * dpr;
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final originXPx = screenOffset.dx;
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final originYPx = screenOffset.dy;
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// Precompute inverse spacing to avoid division in shader
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final invScaledSpacing = scaledSpacingPx == 0 ? 0.0 : 1.0 / scaledSpacingPx;
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// Build fragment shader and set uniforms in declaration order
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// Build fragment shader and set uniforms in declaration order
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final shader = program.fragmentShader();
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final shader = program.fragmentShader();
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@@ -119,14 +124,15 @@ class DotGridBackground extends CanvasBackground {
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}
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}
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void set4c(Color c) {
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void set4c(Color c) {
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shader.setFloat(i++, c.r);
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shader.setFloat(i++, c.red / 255.0);
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shader.setFloat(i++, c.g);
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shader.setFloat(i++, c.green / 255.0);
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shader.setFloat(i++, c.b);
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shader.setFloat(i++, c.blue / 255.0);
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shader.setFloat(i++, c.a);
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shader.setFloat(i++, c.opacity);
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}
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}
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set2(originXPx, originYPx);
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set2(originXPx, originYPx);
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set1(scaledSpacingPx);
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set1(scaledSpacingPx);
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set1(invScaledSpacing);
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set2(phaseXPx, phaseYPx);
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set2(phaseXPx, phaseYPx);
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set1(radiusPx);
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set1(radiusPx);
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set4c(dotColor);
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set4c(dotColor);
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@@ -138,3 +144,76 @@ class DotGridBackground extends CanvasBackground {
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canvas.drawRect(rect, paint);
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canvas.drawRect(rect, paint);
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}
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}
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}
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}
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class DotGridBackgroundCpu extends CanvasBackground {
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final double size; // radius in logical pixels at scale = 1
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final double spacing; // grid spacing in logical pixels at scale = 1
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final Color dotColor;
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final Color backgroundColor;
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// true => grid tracks content ("natural"), false => inverted pan
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final bool naturalPan;
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const DotGridBackgroundCpu({
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this.size = 2.0,
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this.spacing = 50.0,
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this.dotColor = Colors.black12,
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this.backgroundColor = Colors.white,
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this.naturalPan = true,
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}) : super();
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@override
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void paint(Canvas canvas, Offset screenOffset, Offset canvasOffset, double scale, Size canvasSize) {
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// Fill background
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final rect = Rect.fromLTWH(screenOffset.dx, screenOffset.dy, canvasSize.width, canvasSize.height);
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final bgPaint = Paint()
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..color = backgroundColor
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..style = PaintingStyle.fill;
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canvas.drawRect(rect, bgPaint);
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// Early out if dots are too dense or too small
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final spacingSS = (spacing * scale).abs();
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final radiusSS = (size * scale).abs();
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if (spacingSS < 1.0 || radiusSS < 0.25) {
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return; // background already drawn
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}
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final dotPaint = Paint()
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..color = dotColor
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..style = PaintingStyle.fill;
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// Choose pan semantics
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final sign = naturalPan ? 1.0 : -1.0;
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// Determine visible grid-space bounds to iterate
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// Screen rect spans [screenOffset, screenOffset + canvasSize]
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// xSS = screenOffset.x + (xGS - sign*canvasOffset.x) * scale
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// Solve for xGS bounds to cover the screen rect (+radius margin)
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final marginGSX = radiusSS / scale;
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final marginGSY = radiusSS / scale;
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final xGsMin = sign * canvasOffset.dx - marginGSX;
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final xGsMax = sign * canvasOffset.dx + (canvasSize.width + 2 * radiusSS) / scale;
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final yGsMin = sign * canvasOffset.dy - marginGSY;
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final yGsMax = sign * canvasOffset.dy + (canvasSize.height + 2 * radiusSS) / scale;
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int nStartX = (xGsMin / spacing).floor();
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int nEndX = (xGsMax / spacing).ceil();
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int nStartY = (yGsMin / spacing).floor();
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int nEndY = (yGsMax / spacing).ceil();
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// Iterate grid and draw circles
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for (int nx = nStartX; nx <= nEndX; nx++) {
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final xGS = nx * spacing;
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final xSS = screenOffset.dx + (xGS - sign * canvasOffset.dx) * scale;
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if (xSS + radiusSS < rect.left || xSS - radiusSS > rect.right) continue; // skip out-of-bounds columns
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for (int ny = nStartY; ny <= nEndY; ny++) {
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final yGS = ny * spacing;
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final ySS = screenOffset.dy + (yGS - sign * canvasOffset.dy) * scale;
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if (ySS + radiusSS < rect.top || ySS - radiusSS > rect.bottom) continue; // skip out-of-bounds rows
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canvas.drawCircle(Offset(xSS, ySS), radiusSS, dotPaint);
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}
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}
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}
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}
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+18
-12
@@ -1,17 +1,19 @@
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#include <flutter/runtime_effect.glsl>
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#include <flutter/runtime_effect.glsl>
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precision mediump float;
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precision mediump float;
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uniform vec2 uScreenOrigin; // screenOffset in pixels
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uniform vec2 uScreenOrigin; // screenOffset in logical pixels
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uniform float uScaledSpacing; // spacing * scale in pixels
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uniform float uScaledSpacing; // spacing * scale in logical pixels
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uniform vec2 uPhasePx; // phase shift in pixels: mod(-canvasOffset * scale, scaledSpacing)
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uniform float uInvScaledSpacing; // 1.0 / uScaledSpacing
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uniform float uRadiusPx; // dot radius in pixels: size * scale
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uniform vec2 uPhasePx; // phase shift in logical pixels
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uniform float uRadiusPx; // dot radius in logical pixels
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uniform vec4 uDotColor; // RGBA 0..1
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uniform vec4 uDotColor; // RGBA 0..1
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uniform vec4 uBgColor; // RGBA 0..1
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uniform vec4 uBgColor; // RGBA 0..1
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out vec4 fragColor;
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out vec4 fragColor;
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void main() {
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void main() {
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vec2 p = FlutterFragCoord().xy - uScreenOrigin; // local pixel coords within the painted rect
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// Work entirely in logical pixels
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vec2 p = FlutterFragCoord().xy - uScreenOrigin; // local logical pixel coords within the painted rect
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// LOD: if dots become sub-pixel or spacing too dense, draw only background
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// LOD: if dots become sub-pixel or spacing too dense, draw only background
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if (uScaledSpacing < 1.0 || uRadiusPx < 0.25) {
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if (uScaledSpacing < 1.0 || uRadiusPx < 0.25) {
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@@ -19,14 +21,18 @@ void main() {
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return;
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return;
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}
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}
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// Periodic grid in screen space with phase to account for canvasOffset
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// Fractional position within the lattice, centered around each grid point
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vec2 rem = mod(p + uPhasePx, uScaledSpacing);
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vec2 cell = (p + uPhasePx) * uInvScaledSpacing; // multiply by inverse spacing to avoid division
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vec2 d = min(rem, vec2(uScaledSpacing) - rem);
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vec2 f = fract(cell) - 0.5; // [-0.5, 0.5)
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float dist = length(d);
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// Analytic AA around the circle edge (~1px transition)
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// Use squared distance to avoid sqrt
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float edge = uRadiusPx;
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float s2 = uScaledSpacing * uScaledSpacing;
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float alpha = 1.0 - smoothstep(edge - 1.0, edge + 1.0, dist);
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float dist2 = dot(f, f) * s2;
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// Analytic AA using squared thresholds (~1 logical px transition)
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float e0 = max(0.0, uRadiusPx - 1.0);
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float e1 = uRadiusPx + 1.0;
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float alpha = 1.0 - smoothstep(e0 * e0, e1 * e1, dist2);
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fragColor = mix(uBgColor, uDotColor, alpha);
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fragColor = mix(uBgColor, uDotColor, alpha);
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}
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}
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