fix transformed border thickness

This commit is contained in:
vaxerski
2022-11-26 20:36:05 +00:00
parent afe688e6ab
commit 0db75852f3
3 changed files with 7 additions and 4 deletions

View File

@@ -10,6 +10,7 @@ varying vec2 v_texcoord;
uniform vec2 topLeft;
uniform vec2 fullSize;
uniform vec2 fullSizeUntransformed;
uniform float radius;
uniform float thick;
uniform int primitiveMultisample;
@@ -51,7 +52,7 @@ vec4 getColorForCoord(vec2 normalizedCoord) {
void main() {
highp vec2 pixCoord = vec2(gl_FragCoord);
vec2 originalPixCoord = fullSize * v_texcoord;
vec2 originalPixCoord = fullSizeUntransformed * v_texcoord;
vec4 pixColor = getColorForCoord(v_texcoord);
pixColor[3] *= alpha;
@@ -96,9 +97,9 @@ void main() {
if (!done) {
// distance to all straight bb borders
float distanceT = originalPixCoord[1];
float distanceB = fullSize[1] - originalPixCoord[1];
float distanceB = fullSizeUntransformed[1] - originalPixCoord[1];
float distanceL = originalPixCoord[0];
float distanceR = fullSize[0] - originalPixCoord[0];
float distanceR = fullSizeUntransformed[0] - originalPixCoord[0];
// get the smallest
float smallest = min(min(distanceT, distanceB), min(distanceL, distanceR));