| Index: src/effects/SkRRectsGaussianEdgeShader.cpp
|
| diff --git a/src/effects/SkRRectsGaussianEdgeShader.cpp b/src/effects/SkRRectsGaussianEdgeShader.cpp
|
| index 365a5afcc60fc7f955c4c01838074ef5e2e74e2b..25c57cdcd9a93c7dcd19ce166870d9c8bf06b008 100644
|
| --- a/src/effects/SkRRectsGaussianEdgeShader.cpp
|
| +++ b/src/effects/SkRRectsGaussianEdgeShader.cpp
|
| @@ -126,7 +126,8 @@ public:
|
| "1.0 - clamp((%s.%c - abs(delta.y))/%s, 0.0, 1.0));",
|
| sizesName, indices[0], radName,
|
| sizesName, indices[1], radName);
|
| - fragBuilder->codeAppendf("%s = 1.0 - length(rectDist);", outputName);
|
| + fragBuilder->codeAppendf("%s = clamp(1.0 - length(rectDist), 0.0, 1.0);",
|
| + outputName);
|
| break;
|
| case kSimpleCircular_Mode:
|
| // For the circular round rect we first compute the distance
|
| @@ -202,11 +203,10 @@ public:
|
| radUniName, "secondDist", "zw");
|
| fragBuilder->codeAppend("}");
|
|
|
| - fragBuilder->codeAppendf("float dist = %s * firstDist * secondDist;", radUniName);
|
| + fragBuilder->codeAppend("vec2 distVec = vec2(1.0 - firstDist, 1.0 - secondDist);");
|
|
|
| // Finally use the distance to apply the Gaussian edge
|
| - // TODO: we undo the multiply by the radius here - we should just skip both
|
| - fragBuilder->codeAppendf("float factor = 1.0 - clamp(dist/%s, 0.0, 1.0);", radUniName);
|
| + fragBuilder->codeAppend("float factor = clamp(length(distVec), 0.0, 1.0);");
|
| fragBuilder->codeAppend("factor = exp(-factor * factor * 4.0) - 0.018;");
|
| fragBuilder->codeAppendf("%s = factor*%s;",
|
| args.fOutputColor, args.fInputColor);
|
|
|