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-rw-r--r--libs/hwui/OpenGLRenderer.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/libs/hwui/OpenGLRenderer.cpp b/libs/hwui/OpenGLRenderer.cpp
index 2f43be8..7abcc63 100644
--- a/libs/hwui/OpenGLRenderer.cpp
+++ b/libs/hwui/OpenGLRenderer.cpp
@@ -1933,7 +1933,7 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
// This value is used in the fragment shader to determine how to fill fragments.
// We will need to calculate the actual width proportion on each segment for
// scaled non-hairlines, since the boundary proportion may differ per-axis when scaled.
- float boundaryWidthProportion = 1 / (2 * halfStrokeWidth);
+ float boundaryWidthProportion = .5 - 1 / (2 * halfStrokeWidth);
setupDrawAALine((void*) aaVertices, widthCoords, lengthCoords,
boundaryWidthProportion, widthSlot, lengthSlot);
}
@@ -1997,9 +1997,9 @@ status_t OpenGLRenderer::drawLines(float* points, int count, SkPaint* paint) {
abVector.x *= inverseScaleX;
abVector.y *= inverseScaleY;
float abLength = abVector.length();
- boundaryLengthProportion = abLength / (length + abLength);
+ boundaryLengthProportion = .5 - abLength / (length + abLength);
} else {
- boundaryLengthProportion = .5 / (length + 1);
+ boundaryLengthProportion = .5 - .5 / (length + 1);
}
abVector /= 2;