Fix the calculation of `dP` in the XCAA multicolor edge mask.
@@ -23,7 +23,7 @@ void main() {
vec4 p0DPX = clipLineToPixelColumn(p0, dP, pixelCenter.x);
// Discard if not edge.
- if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw - p0DPX.xy, pixelCenter.y))
+ if (!isPartiallyCovered(p0DPX.xy, p0DPX.zw, pixelCenter.y))
discard;
gl_FragColor = vec4(1.0);
}
