Fix flipped Y axis in mask texture positioning
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f26eecae7a
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@ -538,18 +538,16 @@ where
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Some(ColorF::new(1.0, 1.0, 1.0, 1.0))
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};
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let textures = vec![self.device.framebuffer_texture(&self.fill_framebuffer)];
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let uniforms = vec![
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(&self.mask_winding_tile_program.mask_texture_uniform, UniformData::TextureUnit(0)),
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];
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self.device.draw_elements(tile_count * 6, &RenderState {
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target: &RenderTarget::Framebuffer(&self.mask_framebuffer),
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program: &self.mask_winding_tile_program.program,
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vertex_array: &self.mask_winding_tile_vertex_array.vertex_array,
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primitive: Primitive::Triangles,
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textures: &textures,
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uniforms: &uniforms,
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textures: &[self.device.framebuffer_texture(&self.fill_framebuffer)],
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uniforms: &[
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(&self.mask_winding_tile_program.mask_texture_uniform,
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UniformData::TextureUnit(0)),
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],
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viewport: self.mask_viewport(),
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options: RenderOptions {
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// TODO(pcwalton): MIN blending for masks.
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@ -24,6 +24,6 @@ out float vBackdrop;
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void main(){
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vMaskTexCoord = aMaskTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(mix(vec2(- 1.0, - 1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
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gl_Position = vec4(mix(vec2(- 1.0, 1.0), vec2(1.0, - 1.0), aPosition), 0.0, 1.0);
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}
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@ -23,7 +23,7 @@ vertex main0_out main0(main0_in in [[stage_in]])
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main0_out out = {};
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out.vMaskTexCoord = in.aMaskTexCoord;
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out.vBackdrop = float(in.aBackdrop);
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out.gl_Position = float4(mix(float2(-1.0), float2(1.0), in.aPosition), 0.0, 1.0);
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out.gl_Position = float4(mix(float2(-1.0, 1.0), float2(1.0, -1.0), in.aPosition), 0.0, 1.0);
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return out;
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}
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@ -22,5 +22,5 @@ out float vBackdrop;
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void main() {
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vMaskTexCoord = aMaskTexCoord;
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vBackdrop = float(aBackdrop);
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gl_Position = vec4(mix(vec2(-1.0, -1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
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gl_Position = vec4(mix(vec2(-1.0, 1.0), vec2(1.0, -1.0), aPosition), 0.0, 1.0);
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}
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