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authorBenjamin Otte <otte@redhat.com>2023-05-12 05:15:28 +0200
committerBenjamin Otte <otte@redhat.com>2023-05-17 02:25:32 +0200
commit23af8acbba234edd6fec58e7adff35219ed59849 (patch)
treece5f6486a5a0405df7a57bce519d4a6781a9dcc9 /gsk/vulkan/resources/blendmode.vert
parent37d8e650a00494e65a37b07121f6c5a1d33b962c (diff)
downloadgtk+-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.vert2
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;