vcl/opengl/combinedFragmentShader.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-)
New commits: commit 4902c5c831cbed7b5e086e49e95abcd93c08e39d Author: Tomaž Vajngerl <tomaz.vajng...@collabora.co.uk> Date: Thu Jun 2 17:48:03 2016 +0900 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. Change-Id: I56ca2f10c393491807321969c72085ef7690d16a (cherry picked from commit 7aae883b90850af3f3a0aaada5704682f77c3d02) Reviewed-on: https://gerrit.libreoffice.org/25811 Reviewed-by: Caolán McNamara <caol...@redhat.com> Tested-by: Caolán McNamara <caol...@redhat.com> Reviewed-by: Tor Lillqvist <t...@collabora.com> diff --git a/vcl/opengl/combinedFragmentShader.glsl b/vcl/opengl/combinedFragmentShader.glsl index c44e75c..8d73d08 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;
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