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Change resize shader geo size to logical pixels
Consistent with the others.
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@@ -78,10 +78,7 @@ impl ResizeRenderElement {
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let geo_to_tex_next = Mat3::from_translation(-tex_next_geo_loc / tex_next_geo_size)
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* Mat3::from_scale(size_next / tex_next_geo_size * scale);
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let curr_geo_size = curr_geo_size * scale;
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let corner_radius = corner_radius
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.scaled_by(scale.x)
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.fit_to(curr_geo_size.x, curr_geo_size.y);
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let corner_radius = corner_radius.fit_to(curr_geo_size.x, curr_geo_size.y);
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let clip_to_geometry = if clip_to_geometry { 1. } else { 0. };
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// Create the shader.
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@@ -28,7 +28,7 @@ vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
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// expect and handle coordinates outside the [0, 1] range. The area will be
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// large enough to accomodate a crossfade effect.
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//
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// * size_curr_geo: size of the current window geometry in physical pixels.
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// * size_curr_geo: size of the current window geometry in logical pixels.
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//
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// It is homogeneous (the Z component is equal to 1).
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//
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