Fix large radius RR clipping issue on certain devices
bug:16804363 Since dist can be in the 1000s of pixels, and length() may square it in its current precision, scale the value down significantly first, since final precision isn't very important. Change-Id: Id20f7a49d6171355c8e242442c2b5083f746dca3
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@ -334,8 +334,10 @@ const char* gFS_Main_ApplyColorOp[3] = {
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const char* gFS_Main_FragColor_HasRoundRectClip =
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" mediump vec2 fragToLT = roundRectInnerRectLTRB.xy - roundRectPos;\n"
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" mediump vec2 fragFromRB = roundRectPos - roundRectInnerRectLTRB.zw;\n"
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" mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0));\n"
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" mediump float linearDist = roundRectRadius - length(dist);\n"
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// divide + multiply by 128 to avoid falling out of range in length() function
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" mediump vec2 dist = max(max(fragToLT, fragFromRB), vec2(0.0, 0.0)) / 128.0;\n"
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" mediump float linearDist = roundRectRadius - (length(dist) * 128.0);\n"
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" gl_FragColor *= clamp(linearDist, 0.0, 1.0);\n";
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const char* gFS_Main_DebugHighlight =
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