Index: src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
diff --git a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
index f0b645ee421e8bcf8b4ef9f3fe116c14b5aa6c42..f17e741169859adac2a4ba0e7d282cd20a8846f1 100644 |
--- a/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
+++ b/src/gpu/gl/builders/GrGLVertexShaderBuilder.cpp |
@@ -47,15 +47,13 @@ |
// Transform from Skia's device coords to GL's normalized device coords. Note that |
// because we want to "nudge" the device space positions we are converting to |
// non-homogeneous NDC. |
- // The "0.05" nudge serves to match the raster path's rounding for bw draws. |
- // For aa draws we just assume the impact will be minimal - so we always perform the nudge. |
if (kVec3f_GrSLType == posVar.getType()) { |
- this->codeAppendf("gl_Position = vec4((dot(%s.xz, %s.xy)/%s.z) + 0.05 * %s.x, (dot(%s.yz, %s.zw)/%s.z) + 0.05 * %s.z, 0, 1);", |
- posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName, |
- posVar.c_str(), fRtAdjustName, posVar.c_str(), fRtAdjustName); |
+ this->codeAppendf("gl_Position = vec4(dot(%s.xz, %s.xy)/%s.z, dot(%s.yz, %s.zw)/%s.z, 0, 1);", |
+ posVar.c_str(), fRtAdjustName, posVar.c_str(), |
+ posVar.c_str(), fRtAdjustName, posVar.c_str()); |
} else { |
SkASSERT(kVec2f_GrSLType == posVar.getType()); |
- this->codeAppendf("gl_Position = vec4((%s.x + 0.05) * %s.x + %s.y, (%s.y + 0.05) * %s.z + %s.w, 0, 1);", |
+ this->codeAppendf("gl_Position = vec4(%s.x * %s.x + %s.y, %s.y * %s.z + %s.w, 0, 1);", |
posVar.c_str(), fRtAdjustName, fRtAdjustName, |
posVar.c_str(), fRtAdjustName, fRtAdjustName); |
} |