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Leveraging Rust and the GPU to render user interfaces at 120 FPS
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Zed Industries - Blog
x ; } float shadow_rounded ( float2 pixel_position , float2 origin , float2 size , float corner_radius , float sigma ) { float2 half_size = size / 2. ; float2 center = origin + half_size; float2 point = pixel_position - center; float low = point . struct GlyphFragmentInput { float4 position [[position]]; float2 atlas_position; float4 color [[flat]]; }; vertex GlyphFragmentInput glyph_vertex ( uint unit_vertex_id [[vertex_id]] , uint glyph_id [[instance_id]] , constant float2 * unit_vertices [[ buffer (GPUIGlyphVertexInputIndexVertices)]] , constant GPUIGlyph * glyphs [[ buffer (GPUIGlyphVertexInputIndexGlyphs)]] , constant GPUIUniforms * uniforms [[ buffer (GPUIGlyphInputIndexUniforms)]] ) { float2 unit_vertex = unit_vertices [unit_vertex_id]; GPUIGlyph glyph = glyphs [glyph_id]; float2…