Fix the calculation of `dP` in the XCAA multicolor edge mask.
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@ -23,7 +23,7 @@ void main() {
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vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x);
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// Discard if not edge.
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if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y))
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if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw, pixelCenter.y))
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discard;
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gl_FragColor = vec4(1.0);
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}
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