Index: src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
diff --git a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
index e90ebfbf752d87262a75f2d92ff7740a88162c9e..b9776986b54dfb969bbff17897908fd296d6c597 100755 |
--- a/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
+++ b/src/gpu/effects/GrDistanceFieldTextureEffect.cpp |
@@ -16,16 +16,6 @@ |
#include "SkDistanceFieldGen.h" |
-// To get optical sizes people don't complain about when we blit correctly, |
-// we need to slightly bold each glyph. On the Mac, we need a larger bold value. |
-#if defined(SK_BUILD_FOR_MAC) |
-#define SK_DistanceFieldLCDFactor "0.33" |
-#define SK_DistanceFieldNonLCDFactor "0.25" |
-#else |
-#define SK_DistanceFieldLCDFactor "0.05" |
-#define SK_DistanceFieldNonLCDFactor "0.05" |
-#endif |
- |
// Assuming a radius of the diagonal of the fragment, hence a factor of sqrt(2)/2 |
#define SK_DistanceFieldAAFactor "0.7071" |
@@ -66,8 +56,7 @@ public: |
kVec2f_GrSLType); |
fsBuilder->codeAppend(";\n"); |
fsBuilder->codeAppend("\tfloat distance = " |
- SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ")" |
- "+ " SK_DistanceFieldNonLCDFactor ";\n"); |
+ SK_DistanceFieldMultiplier "*(texColor.r - " SK_DistanceFieldThreshold ");"); |
// we adjust for the effect of the transformation on the distance by using |
// the length of the gradient of the texture coordinates. We use st coordinates |
@@ -465,8 +454,7 @@ public: |
fsBuilder->codeAppend("\tdistance.z = texColor.r;\n"); |
fsBuilder->codeAppend("\tdistance = " |
- "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"))" |
- "+ vec3(" SK_DistanceFieldLCDFactor ");\n"); |
+ "vec3(" SK_DistanceFieldMultiplier ")*(distance - vec3(" SK_DistanceFieldThreshold"));"); |
// we adjust for the effect of the transformation on the distance by using |
// the length of the gradient of the texture coordinates. We use st coordinates |