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authorIvan Molodetskikh <yalterz@gmail.com>2024-05-15 19:52:11 +0400
committerIvan Molodetskikh <yalterz@gmail.com>2024-05-15 19:52:11 +0400
commit609b1a02d06df7e71f8eb5cf76790469754b2aa2 (patch)
tree9639663c64efefbc65c48ce34c856f80b45f5b5d
parent5335ef454be4a1318dae36b1795a8578704f5d81 (diff)
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Change resize shader geo size to logical pixels
Consistent with the others.
-rw-r--r--src/render_helpers/resize.rs5
-rw-r--r--wiki/examples/resize_custom_shader.frag2
2 files changed, 2 insertions, 5 deletions
diff --git a/src/render_helpers/resize.rs b/src/render_helpers/resize.rs
index a0d7f5c7..778dce42 100644
--- a/src/render_helpers/resize.rs
+++ b/src/render_helpers/resize.rs
@@ -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.
diff --git a/wiki/examples/resize_custom_shader.frag b/wiki/examples/resize_custom_shader.frag
index 3c2ad0b5..44f2976d 100644
--- a/wiki/examples/resize_custom_shader.frag
+++ b/wiki/examples/resize_custom_shader.frag
@@ -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).
//