Fix refactoring bug in dashes around rounded corners (#28378)
Accidentally introduced in #28341 Release Notes: - N/A
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@ -698,7 +698,7 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
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if (is_near_rounded_corner) {
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let radians = atan2(corner_center_to_point.y,
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corner_center_to_point.x);
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let corner_t = radians * corner_radius * dash_velocity;
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let corner_t = radians * corner_radius;
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if (center_to_point.x >= 0.0) {
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if (center_to_point.y < 0.0) {
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@ -706,12 +706,12 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
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// Subtracted because radians is pi/2 to 0 when
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// going clockwise around the top right corner,
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// since the y axis has been flipped
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t = upto_r - corner_t;
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t = upto_r - corner_t * dash_velocity;
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} else {
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dash_velocity = corner_dash_velocity_br;
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// Added because radians is 0 to pi/2 when going
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// clockwise around the bottom-right corner
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t = upto_br + corner_t;
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t = upto_br + corner_t * dash_velocity;
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}
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} else {
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if (center_to_point.y >= 0.0) {
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@ -719,13 +719,13 @@ fn fs_quad(input: QuadVarying) -> @location(0) vec4<f32> {
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// Subtracted because radians is pi/2 to 0 when
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// going clockwise around the bottom-left corner,
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// since the x axis has been flipped
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t = upto_l - corner_t;
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t = upto_l - corner_t * dash_velocity;
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} else {
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dash_velocity = corner_dash_velocity_tl;
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// Added because radians is 0 to pi/2 when going
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// clockwise around the top-left corner, since both
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// axis were flipped
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t = upto_tl + corner_t;
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t = upto_tl + corner_t * dash_velocity;
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}
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}
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} else {
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@ -298,7 +298,7 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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if (is_near_rounded_corner) {
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float radians = atan2(corner_center_to_point.y, corner_center_to_point.x);
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float corner_t = radians * corner_radius * dash_velocity;
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float corner_t = radians * corner_radius;
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if (center_to_point.x >= 0.0) {
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if (center_to_point.y < 0.0) {
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@ -306,12 +306,12 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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// Subtracted because radians is pi/2 to 0 when
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// going clockwise around the top right corner,
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// since the y axis has been flipped
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t = upto_r - corner_t;
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t = upto_r - corner_t * dash_velocity;
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} else {
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dash_velocity = corner_dash_velocity_br;
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// Added because radians is 0 to pi/2 when going
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// clockwise around the bottom-right corner
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t = upto_br + corner_t;
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t = upto_br + corner_t * dash_velocity;
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}
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} else {
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if (center_to_point.y >= 0.0) {
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@ -319,13 +319,13 @@ fragment float4 quad_fragment(QuadFragmentInput input [[stage_in]],
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// Subtracted because radians is pi/1 to 0 when
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// going clockwise around the bottom-left corner,
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// since the x axis has been flipped
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t = upto_l - corner_t;
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t = upto_l - corner_t * dash_velocity;
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} else {
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dash_velocity = corner_dash_velocity_tl;
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// Added because radians is 0 to pi/2 when going
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// clockwise around the top-left corner, since both
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// axis were flipped
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t = upto_tl + corner_t;
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t = upto_tl + corner_t * dash_velocity;
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}
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}
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} else {
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