Fix flipped Y axis in mask texture positioning

This commit is contained in:
Patrick Walton 2020-02-15 14:08:22 -08:00
parent f26eecae7a
commit 631e16ce9b
4 changed files with 8 additions and 10 deletions

View File

@ -538,18 +538,16 @@ where
Some(ColorF::new(1.0, 1.0, 1.0, 1.0))
};
let textures = vec![self.device.framebuffer_texture(&self.fill_framebuffer)];
let uniforms = vec![
(&self.mask_winding_tile_program.mask_texture_uniform, UniformData::TextureUnit(0)),
];
self.device.draw_elements(tile_count * 6, &RenderState {
target: &RenderTarget::Framebuffer(&self.mask_framebuffer),
program: &self.mask_winding_tile_program.program,
vertex_array: &self.mask_winding_tile_vertex_array.vertex_array,
primitive: Primitive::Triangles,
textures: &textures,
uniforms: &uniforms,
textures: &[self.device.framebuffer_texture(&self.fill_framebuffer)],
uniforms: &[
(&self.mask_winding_tile_program.mask_texture_uniform,
UniformData::TextureUnit(0)),
],
viewport: self.mask_viewport(),
options: RenderOptions {
// TODO(pcwalton): MIN blending for masks.

View File

@ -24,6 +24,6 @@ out float vBackdrop;
void main(){
vMaskTexCoord = aMaskTexCoord;
vBackdrop = float(aBackdrop);
gl_Position = vec4(mix(vec2(- 1.0, - 1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
gl_Position = vec4(mix(vec2(- 1.0, 1.0), vec2(1.0, - 1.0), aPosition), 0.0, 1.0);
}

View File

@ -23,7 +23,7 @@ vertex main0_out main0(main0_in in [[stage_in]])
main0_out out = {};
out.vMaskTexCoord = in.aMaskTexCoord;
out.vBackdrop = float(in.aBackdrop);
out.gl_Position = float4(mix(float2(-1.0), float2(1.0), in.aPosition), 0.0, 1.0);
out.gl_Position = float4(mix(float2(-1.0, 1.0), float2(1.0, -1.0), in.aPosition), 0.0, 1.0);
return out;
}

View File

@ -22,5 +22,5 @@ out float vBackdrop;
void main() {
vMaskTexCoord = aMaskTexCoord;
vBackdrop = float(aBackdrop);
gl_Position = vec4(mix(vec2(-1.0, -1.0), vec2(1.0, 1.0), aPosition), 0.0, 1.0);
gl_Position = vec4(mix(vec2(-1.0, 1.0), vec2(1.0, -1.0), aPosition), 0.0, 1.0);
}