Fix accidental `x`/`y` swap in the ECAA multi edge mask curve shader
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@ -16,7 +16,6 @@ uniform ivec2 uPathTransformSTDimensions;
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uniform sampler2D uPathTransformST;
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uniform sampler2D uPathTransformST;
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uniform ivec2 uPathTransformExtDimensions;
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uniform ivec2 uPathTransformExtDimensions;
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uniform sampler2D uPathTransformExt;
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uniform sampler2D uPathTransformExt;
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uniform int uPassIndex;
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attribute vec2 aQuadPosition;
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attribute vec2 aQuadPosition;
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attribute vec2 aLeftPosition;
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attribute vec2 aLeftPosition;
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@ -66,7 +65,7 @@ void main() {
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vec4 extents = vec4(leftPosition.x,
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vec4 extents = vec4(leftPosition.x,
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min(leftPosition.y, rightPosition.y),
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min(leftPosition.y, rightPosition.y),
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rightPosition.y,
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rightPosition.x,
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max(leftPosition.y, rightPosition.y));
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max(leftPosition.y, rightPosition.y));
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vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize);
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vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize);
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