Fix accidental `x`/`y` swap in the ECAA multi edge mask curve shader
@@ -16,7 +16,6 @@ uniform ivec2 uPathTransformSTDimensions;
uniform sampler2D uPathTransformST;
uniform ivec2 uPathTransformExtDimensions;
uniform sampler2D uPathTransformExt;
-uniform int uPassIndex;
attribute vec2 aQuadPosition;
attribute vec2 aLeftPosition;
@@ -66,7 +65,7 @@ void main() {
vec4 extents = vec4(leftPosition.x,
min(leftPosition.y, rightPosition.y),
- rightPosition.y,
+ rightPosition.x,
max(leftPosition.y, rightPosition.y));
vec2 position = computeXCAAClipSpaceQuadPosition(extents, aQuadPosition, uFramebufferSize);
