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UI - keep color as 4 f32 (#4494)
# Objective - Fixes inaccurate UI colors similar to this [Sprite color fix](https://github.com/bevyengine/bevy/pull/4361). ## Solution - Do not reduce the color of UI quads to 4 u8. Left is the displayed color. Right is the input color(#202225). | Before Fix | After Fix | |--------|--------| |![before](https://user-images.githubusercontent.com/2303421/163661335-7f970a43-1f8b-45af-ae0a-cd74424aa9fb.png)|![after](https://user-images.githubusercontent.com/2303421/163661342-d8d56c08-924b-4bce-8bc8-a8de85aadc97.png)|
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5047e1f08e
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3 changed files with 5 additions and 8 deletions
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@ -228,7 +228,7 @@ pub fn extract_text_uinodes(
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struct UiVertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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pub color: u32,
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pub color: [f32; 4],
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}
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pub struct UiMeta {
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@ -360,14 +360,11 @@ pub fn prepare_uinodes(
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]
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.map(|pos| pos / atlas_extent);
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// encode color as a single u32 to save space
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let color = extracted_uinode.color.as_linear_rgba_u32();
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for i in QUAD_INDICES {
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ui_meta.vertices.push(UiVertex {
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position: positions_clipped[i].into(),
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uv: uvs[i].into(),
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color,
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color: extracted_uinode.color.as_linear_rgba_f32(),
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});
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}
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@ -74,7 +74,7 @@ impl SpecializedRenderPipeline for UiPipeline {
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// uv
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VertexFormat::Float32x2,
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// color
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VertexFormat::Uint32,
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VertexFormat::Float32x4,
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],
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);
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let shader_defs = Vec::new();
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@ -15,12 +15,12 @@ struct VertexOutput {
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fn vertex(
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[[location(0)]] vertex_position: vec3<f32>,
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[[location(1)]] vertex_uv: vec2<f32>,
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[[location(2)]] vertex_color: u32,
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[[location(2)]] vertex_color: vec4<f32>,
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) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vertex_uv;
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out.position = view.view_proj * vec4<f32>(vertex_position, 1.0);
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out.color = vec4<f32>((vec4<u32>(vertex_color) >> vec4<u32>(0u, 8u, 16u, 24u)) & vec4<u32>(255u)) / 255.0;
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out.color = vertex_color;
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return out;
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}
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