Change resize shader geo size to logical pixels

Consistent with the others.
This commit is contained in:
Ivan Molodetskikh
2024-05-15 19:52:11 +04:00
parent 5335ef454b
commit 609b1a02d0
2 changed files with 2 additions and 5 deletions
+1 -4
View File
@@ -78,10 +78,7 @@ impl ResizeRenderElement {
let geo_to_tex_next = Mat3::from_translation(-tex_next_geo_loc / tex_next_geo_size)
* Mat3::from_scale(size_next / tex_next_geo_size * scale);
let curr_geo_size = curr_geo_size * scale;
let corner_radius = corner_radius
.scaled_by(scale.x)
.fit_to(curr_geo_size.x, curr_geo_size.y);
let corner_radius = corner_radius.fit_to(curr_geo_size.x, curr_geo_size.y);
let clip_to_geometry = if clip_to_geometry { 1. } else { 0. };
// Create the shader.
+1 -1
View File
@@ -28,7 +28,7 @@ vec4 resize_color(vec3 coords_curr_geo, vec3 size_curr_geo) {
// expect and handle coordinates outside the [0, 1] range. The area will be
// large enough to accomodate a crossfade effect.
//
// * size_curr_geo: size of the current window geometry in physical pixels.
// * size_curr_geo: size of the current window geometry in logical pixels.
//
// It is homogeneous (the Z component is equal to 1).
//