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renderer(metal): fix shader
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@ -165,6 +165,7 @@ enum CellTextMode : uint8_t {
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MODE_TEXT_COLOR = 4u,
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MODE_TEXT_COLOR = 4u,
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MODE_TEXT_CURSOR = 8u,
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MODE_TEXT_CURSOR = 8u,
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MODE_TEXT_POWERLINE = 16u,
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MODE_TEXT_POWERLINE = 16u,
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MODE_TEXT_BLINK = 32u,
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};
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};
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struct CellTextVertexIn {
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struct CellTextVertexIn {
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@ -286,7 +287,7 @@ vertex CellTextVertexOut cell_text_vertex(
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// since we want color glyphs to appear in their original color
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// since we want color glyphs to appear in their original color
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// and Powerline glyphs to be unaffected (else parts of the line would
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// and Powerline glyphs to be unaffected (else parts of the line would
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// have different colors as some parts are displayed via background colors).
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// have different colors as some parts are displayed via background colors).
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if (uniforms.min_contrast > 1.0f && !(mode & ~(MODE_TEXT | MODE_TEXT_BLINK))) {
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if (uniforms.min_contrast > 1.0f && !(in.mode & ~(MODE_TEXT | MODE_TEXT_BLINK))) {
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float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f;
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float4 bg_color = float4(bg_colors[in.grid_pos.y * uniforms.grid_size.x + in.grid_pos.x]) / 255.0f;
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out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
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out.color = contrasted_color(uniforms.min_contrast, out.color, bg_color);
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}
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}
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