Fix the calculation of `dP` in the XCAA multicolor edge mask.

This commit is contained in:
Patrick Walton 2017-11-27 15:42:58 -08:00
parent 6e70b983c3
commit 0e9144286e
1 changed files with 1 additions and 1 deletions

View File

@ -23,7 +23,7 @@ void main() {
vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x); vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x);
// Discard if not edge. // Discard if not edge.
if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y)) if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw, pixelCenter.y))
discard; discard;
gl_FragColor = vec4(1.0); gl_FragColor = vec4(1.0);
} }