Index: cc/gl_renderer.cc |
diff --git a/cc/gl_renderer.cc b/cc/gl_renderer.cc |
index de6cfc169e3ee1571ba0c8f3119cc7d3354b15fa..b3bad726fbef27b43eb65f2414cddf9aa8695f15 100644 |
--- a/cc/gl_renderer.cc |
+++ b/cc/gl_renderer.cc |
@@ -873,18 +873,8 @@ void GLRenderer::drawTileQuad(const DrawingFrame& frame, const TileDrawQuad* qua |
// We should not DCHECK(!clipped) here, because anti-aliasing inflation may cause deviceQuad to become |
// clipped. To our knowledge this scenario does not need to be handled differently than the unclipped case. |
} else { |
- // Move fragment shader transform to vertex shader. We can do this while |
- // still producing correct results as fragmentTexTransformLocation |
- // should always be non-negative when tiles are transformed in a way |
- // that could result in sampling outside the layer. |
- vertexTexScaleX *= fragmentTexScaleX; |
- vertexTexScaleY *= fragmentTexScaleY; |
- vertexTexTranslateX *= fragmentTexScaleX; |
- vertexTexTranslateY *= fragmentTexScaleY; |
- vertexTexTranslateX += fragmentTexTranslateX; |
- vertexTexTranslateY += fragmentTexTranslateY; |
- |
GLC(context(), context()->uniform4f(uniforms.vertexTexTransformLocation, vertexTexTranslateX, vertexTexTranslateY, vertexTexScaleX, vertexTexScaleY)); |
+ GLC(context(), context()->uniform4f(uniforms.fragmentTexTransformLocation, fragmentTexTranslateX, fragmentTexTranslateY, fragmentTexScaleX, fragmentTexScaleY)); |
localQuad = gfx::RectF(tileRect); |
} |