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gl renderer: Only add outset shadow center piece if dx/dy != 0
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@ -1747,26 +1747,29 @@ render_outset_shadow_node (GskGLRenderer *self,
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});
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}
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/* Middle */
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x1 = min_x + dx + left_width;
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x2 = max_x + dx - right_width;
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y1 = min_y + dy + top_height;
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y2 = max_y + dy - bottom_height;
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if (x2 > x1 && y2 > y1)
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if (dx != 0 || dy != 0)
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{
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tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
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tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
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ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
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ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { x1, y1 }, { tx1, ty2 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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/* Middle */
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x1 = min_x + dx + left_width;
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x2 = max_x + dx - right_width;
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y1 = min_y + dy + top_height;
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y2 = max_y + dy - bottom_height;
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if (x2 > x1 && y2 > y1)
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{
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tx1 = (texture_width - SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
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tx2 = (texture_width + SHADOW_EXTRA_SIZE) / 2.0f / texture_width;
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ty1 = (texture_height - SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
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ty2 = (texture_height + SHADOW_EXTRA_SIZE) / 2.0f / texture_height;
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ops_draw (builder, (GskQuadVertex[GL_N_VERTICES]) {
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{ { x1, y1 }, { tx1, ty2 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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{ { x2, y2 }, { tx2, ty1 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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});
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{ { x2, y2 }, { tx2, ty1 }, },
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{ { x1, y2 }, { tx1, ty1 }, },
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{ { x2, y1 }, { tx2, ty2 }, },
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});
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}
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}
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}
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