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backend/glx: fix corner radius to be more circular
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XoDefender committed Jul 7, 2024
1 parent f608cc7 commit de9f98d
Showing 1 changed file with 2 additions and 2 deletions.
4 changes: 2 additions & 2 deletions src/backend/gl/shaders.c
Original file line number Diff line number Diff line change
Expand Up @@ -68,7 +68,7 @@ const char masking_glsl[] = GLSL(330,
vec2 maskcoord = texcoord - mask_offset;
vec4 mask = texture2D(mask_tex, maskcoord / mask_size);
if (mask_corner_radius != 0) {
vec2 inner_size = mask_size - vec2(mask_corner_radius) * 2.0f;
vec2 inner_size = mask_size - vec2(mask_corner_radius) * 2.0f - 1;
float dist = mask_rectangle_sdf(maskcoord - mask_size / 2.0f,
inner_size / 2.0f) - mask_corner_radius;
if (dist > 0.0f) {
Expand Down Expand Up @@ -123,7 +123,7 @@ const char win_shader_glsl[] = GLSL(330,
vec4 rim_color = mix(c, border_color, clamp(border_width, 0.0f, 1.0f));

vec2 outer_size = vec2(textureSize(tex, 0));
vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f;
vec2 inner_size = outer_size - vec2(corner_radius) * 2.0f - 1;
float rect_distance = rectangle_sdf(texcoord - outer_size / 2.0f,
inner_size / 2.0f) - corner_radius;
if (rect_distance > 0.0f) {
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