Fix rendering of horizontal borders
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2a24199c90
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1e37041b50
@ -17,8 +17,11 @@ const uvec2 pos_map[] = uvec2[4](
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uvec2(LEFT, TOP)
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uvec2(LEFT, TOP)
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);
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);
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float to_opengl(uint val, uint sz) {
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vec2 to_opengl(uint x, uint y) {
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return -1.0 + 2.0 * (float(val) / float(sz));
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return vec2(
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-1.0 + 2.0 * (float(x) / float(viewport.x)),
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1.0 - 2.0 * (float(y) / float(viewport.y))
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);
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}
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}
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float to_color(uint c) {
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float to_color(uint c) {
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@ -27,6 +30,6 @@ float to_color(uint c) {
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void main() {
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void main() {
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uvec2 pos = pos_map[gl_VertexID];
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uvec2 pos = pos_map[gl_VertexID];
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gl_Position = vec4(to_opengl(rect[pos.x], viewport.x), to_opengl(rect[pos.y], viewport.y), 0, 1);
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gl_Position = vec4(to_opengl(rect[pos.x], rect[pos.y]), 0, 1);
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color = vec3(to_color(rect_color >> 16), to_color(rect_color >> 8), to_color(rect_color));
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color = vec3(to_color(rect_color >> 16), to_color(rect_color >> 8), to_color(rect_color));
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}
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}
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