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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-06-02 17:48:03 +0900
committerTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-06-02 18:00:09 +0900
commit7aae883b90850af3f3a0aaada5704682f77c3d02 (patch)
tree8f6f349254f10694c30d4281087caa79247d14d7
parentfa8759400ef4adda2fe5570a9343960529786f39 (diff)
tdf#100187 fix division by zero in comboFragmentShader
When feather is 0.0 (used when anti-aliasing is disabled) then we get a "division by zero" situation. As per OpenGL secs. the shader should not fail in this situation however the result is undetermined. Most GPUs handled this correctly but on some the lines didn't draw at all. This should fix this issue. Change-Id: I56ca2f10c393491807321969c72085ef7690d16a
-rw-r--r--vcl/opengl/combinedFragmentShader.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/vcl/opengl/combinedFragmentShader.glsl b/vcl/opengl/combinedFragmentShader.glsl
index c44e75c09373..8d73d0861f87 100644
--- a/vcl/opengl/combinedFragmentShader.glsl
+++ b/vcl/opengl/combinedFragmentShader.glsl
@@ -29,7 +29,7 @@ void main()
// Calculate the multiplier so we can transform the 0->1 fade factor
// to take feather and line width into account.
- float multiplied = 1.0 / (1.0 - (start / end));
+ float multiplied = start == end ? 1.0 : 1.0 / (1.0 - (start / end));
float dist = (1.0 - abs(fade_factor)) * multiplied;