diff --git a/shaders/gles2/common.inc.glsl b/shaders/gles2/common.inc.glsl index 7030e48e..1e2fc3b0 100644 --- a/shaders/gles2/common.inc.glsl +++ b/shaders/gles2/common.inc.glsl @@ -240,11 +240,10 @@ bool computeECAAQuadPosition(out vec2 outPosition, mat4 globalTransform, vec4 hints, vec4 bounds, - float leftNormalAngle, - float rightNormalAngle, + vec2 normalAngles, vec2 emboldenAmount) { leftPosition = computeECAAPosition(leftPosition, - leftNormalAngle, + normalAngles.x, emboldenAmount, hints, localTransformST, @@ -252,7 +251,7 @@ bool computeECAAQuadPosition(out vec2 outPosition, globalTransform, framebufferSize); rightPosition = computeECAAPosition(rightPosition, - rightNormalAngle, + normalAngles.y, emboldenAmount, hints, localTransformST, diff --git a/shaders/gles2/ecaa-curve.vs.glsl b/shaders/gles2/ecaa-curve.vs.glsl index b0c6f6bc..9beb5098 100644 --- a/shaders/gles2/ecaa-curve.vs.glsl +++ b/shaders/gles2/ecaa-curve.vs.glsl @@ -37,9 +37,8 @@ void main() { vec2 controlPointPosition = aControlPointPosition; vec2 rightPosition = aRightPosition; int pathID = int(aPathID); - float leftNormalAngle = aNormalAngles.x; + vec2 leftRightNormalAngles = aNormalAngles.xz; float controlPointNormalAngle = aNormalAngles.y; - float rightNormalAngle = aNormalAngles.z; vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, @@ -64,8 +63,7 @@ void main() { uTransform, uHints, bounds, - leftNormalAngle, - rightNormalAngle, + leftRightNormalAngles, uEmboldenAmount)) { controlPointPosition = computeECAAPosition(controlPointPosition, controlPointNormalAngle, diff --git a/shaders/gles2/ecaa-line.vs.glsl b/shaders/gles2/ecaa-line.vs.glsl index 3fe2357d..2b704bf0 100644 --- a/shaders/gles2/ecaa-line.vs.glsl +++ b/shaders/gles2/ecaa-line.vs.glsl @@ -35,8 +35,7 @@ void main() { vec2 leftPosition = aLeftPosition; vec2 rightPosition = aRightPosition; int pathID = int(aPathID); - float leftNormalAngle = aLeftNormalAngle; - float rightNormalAngle = aRightNormalAngle; + vec2 leftRightNormalAngles = vec2(aLeftNormalAngle, aRightNormalAngle); vec2 pathTransformExt; vec4 pathTransformST = fetchPathAffineTransform(pathTransformExt, @@ -61,8 +60,7 @@ void main() { uTransform, uHints, bounds, - leftNormalAngle, - rightNormalAngle, + leftRightNormalAngles, uEmboldenAmount); float depth = convertPathIndexToViewportDepthValue(pathID);