From 0e9144286e9bca4b02efb116171168755149099e Mon Sep 17 00:00:00 2001 From: Patrick Walton Date: Mon, 27 Nov 2017 15:42:58 -0800 Subject: [PATCH] Fix the calculation of `dP` in the XCAA multicolor edge mask. --- shaders/gles2/xcaa-multi-edge-mask-line.fs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/shaders/gles2/xcaa-multi-edge-mask-line.fs.glsl b/shaders/gles2/xcaa-multi-edge-mask-line.fs.glsl index 6558dd3c..cf8cfc25 100644 --- a/shaders/gles2/xcaa-multi-edge-mask-line.fs.glsl +++ b/shaders/gles2/xcaa-multi-edge-mask-line.fs.glsl @@ -23,7 +23,7 @@ void main() { vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x); // Discard if not edge. - if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y)) + if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw, pixelCenter.y)) discard; gl_FragColor = vec4(1.0); }