Fix flipped inequality in the shader causing AA artefacts
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@ -1255,17 +1255,12 @@ class ECAAStrategy implements AntialiasingStrategy {
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this.detectEdges(view);
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// Conservatively cover.
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//if (view.timerQueryPollInterval == null)
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// view.timerQueryExt.beginQueryEXT(view.timerQueryExt.TIME_ELAPSED_EXT, view.timerQuery);
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this.cover(view);
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// Antialias.
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this.antialiasLines(view);
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this.antialiasCurves(view);
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//if (view.timerQueryPollInterval == null)
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// view.timerQueryExt.endQueryEXT(view.timerQueryExt.TIME_ELAPSED_EXT);
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// Resolve the antialiasing.
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this.resolveAA(view);
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}
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@ -9,5 +9,5 @@ varying vec2 vHorizontalExtents;
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void main() {
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vec2 sides = gl_FragCoord.xx + vec2(-0.5, 0.5);
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vec2 clampedSides = clamp(vHorizontalExtents, sides.x, sides.y);
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gl_FragColor = vec4(clampedSides.y - clampedSides.x);
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gl_FragColor = vec4(vec3(clampedSides.y - clampedSides.x), 1.0);
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}
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@ -38,8 +38,8 @@ void main() {
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// be less than a pixel, and it saves a lot of time.)
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//
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// FIXME(pcwalton): Factor out shared terms to avoid computing them multiple times.
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vec2 t = vec2(pixelExtents.x > p0.x ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.x) : 0.0,
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p1.x < pixelExtents.y ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.y) : 1.0);
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vec2 t = vec2(p0.x < pixelExtents.x ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.x) : 0.0,
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p1.x > pixelExtents.y ? solveCurveT(p0.x, cp.x, p1.x, pixelExtents.y) : 1.0);
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vec2 spanP0 = mix(mix(p0, cp, t.x), mix(cp, p1, t.x), t.x);
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vec2 spanP1 = mix(mix(p0, cp, t.y), mix(cp, p1, t.y), t.y);
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