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author | Benjamin Otte <otte@redhat.com> | 2023-05-12 05:15:28 +0200 |
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committer | Benjamin Otte <otte@redhat.com> | 2023-05-17 02:25:32 +0200 |
commit | 23af8acbba234edd6fec58e7adff35219ed59849 (patch) | |
tree | ce5f6486a5a0405df7a57bce519d4a6781a9dcc9 /gsk/vulkan/resources/blendmode.vert | |
parent | 37d8e650a00494e65a37b07121f6c5a1d33b962c (diff) | |
download | gtk+-23af8acbba234edd6fec58e7adff35219ed59849.tar.gz |
vulkan: Split scale from matrix
Now, the scale is no longer part of the matrix. This allows shaders to
transform points by the scale which increases accuracy for antialiasing.
Diffstat (limited to 'gsk/vulkan/resources/blendmode.vert')
-rw-r--r-- | gsk/vulkan/resources/blendmode.vert | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/gsk/vulkan/resources/blendmode.vert b/gsk/vulkan/resources/blendmode.vert index 6670475ed8..b4c890302a 100644 --- a/gsk/vulkan/resources/blendmode.vert +++ b/gsk/vulkan/resources/blendmode.vert @@ -22,7 +22,7 @@ vec2 offsets[6] = { vec2(0.0, 0.0), void main() { vec4 rect = clip (inRect); vec2 pos = rect.xy + rect.zw * offsets[gl_VertexIndex]; - gl_Position = push.mvp * vec4 (pos, 0.0, 1.0); + gl_Position = push.mvp * vec4 (push.scale * pos, 0.0, 1.0); outPos = pos; |