Index: cc/output/gl_renderer.cc |
diff --git a/cc/output/gl_renderer.cc b/cc/output/gl_renderer.cc |
index 04c1158d3b10d01ec60e6824f94423447bf938c5..bf76071b4c3e82c1acd6320afb0bd75cca4f1b68 100644 |
--- a/cc/output/gl_renderer.cc |
+++ b/cc/output/gl_renderer.cc |
@@ -1011,9 +1011,10 @@ void GLRenderer::DrawRenderPassQuad(DrawingFrame* frame, |
// and the RenderPass contents texture, so we flip the tex coords from the |
// RenderPass texture to find the mask texture coords. |
GLC(Context(), |
- Context()->uniform2f(shader_mask_tex_coord_offset_location, |
- quad->mask_uv_rect.x(), |
- quad->mask_uv_rect.y() + mask_tex_scale_y)); |
+ Context()->uniform2f( |
+ shader_mask_tex_coord_offset_location, |
+ quad->mask_uv_rect.x(), |
+ quad->mask_uv_rect.y() + quad->mask_uv_rect.height())); |
GLC(Context(), |
Context()->uniform2f(shader_mask_tex_coord_scale_location, |
mask_tex_scale_x, |