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authorTomaž Vajngerl <tomaz.vajngerl@collabora.co.uk>2016-06-02 17:48:03 +0900
committerCaolán McNamara <caolanm@redhat.com>2016-06-02 10:37:38 +0000
commitbe4aea73266f4aadf561b4b3943206d361a46ebd (patch)
tree4a443c526778c9297aa9679c1d5788e373c10b6d
parente687739eb4849014f7f2657e94d8ab67e4d74625 (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. (cherry picked from commit 7aae883b90850af3f3a0aaada5704682f77c3d02) Change-Id: I56ca2f10c393491807321969c72085ef7690d16a Reviewed-on: https://gerrit.libreoffice.org/25810 Reviewed-by: Caolán McNamara <caolanm@redhat.com> Tested-by: Caolán McNamara <caolanm@redhat.com>
-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;