fix border inner offset in shader

This commit is contained in:
vaxerski 2022-11-29 21:11:37 +00:00
parent 51aebb2845
commit ff4ea1a13a

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@ -73,13 +73,13 @@ void main() {
if (primitiveMultisample == 1 && (dist > radius - 1.0 || dist < radius - thick + 1.0)) { if (primitiveMultisample == 1 && (dist > radius - 1.0 || dist < radius - thick + 1.0)) {
float distances = 0.0; float distances = 0.0;
float len = length(pixCoord + vec2(0.25, 0.25)); float len = length(pixCoord + vec2(0.25, 0.25));
distances += float(len < radius + 0.5 && len > radius - thick); distances += float(len < radius && len > radius - thick);
len = length(pixCoord + vec2(0.75, 0.25)); len = length(pixCoord + vec2(0.75, 0.25));
distances += float(len < radius + 0.5 && len > radius - thick); distances += float(len < radius && len > radius - thick);
len = length(pixCoord + vec2(0.25, 0.75)); len = length(pixCoord + vec2(0.25, 0.75));
distances += float(len < radius + 0.5 && len > radius - thick); distances += float(len < radius && len > radius - thick);
len = length(pixCoord + vec2(0.75, 0.75)); len = length(pixCoord + vec2(0.75, 0.75));
distances += float(len < radius + 0.5 && len > radius - thick); distances += float(len < radius && len > radius - thick);
if (distances == 0.0) if (distances == 0.0)
discard; discard;