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