From c32104b7caa0443e2e2b33922a8a6495fdbdef5b Mon Sep 17 00:00:00 2001 From: Tony031218 <975062472@qq.com> Date: Tue, 2 Feb 2021 16:53:08 +0800 Subject: [PATCH] revert changes which is in #1329 --- manimlib/shaders/quadratic_bezier_fill/frag.glsl | 2 +- manimlib/shaders/quadratic_bezier_stroke/geom.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) diff --git a/manimlib/shaders/quadratic_bezier_fill/frag.glsl b/manimlib/shaders/quadratic_bezier_fill/frag.glsl index b2a1c82a..c16c167e 100644 --- a/manimlib/shaders/quadratic_bezier_fill/frag.glsl +++ b/manimlib/shaders/quadratic_bezier_fill/frag.glsl @@ -51,7 +51,7 @@ float sdf(){ float sgn = orientation * sign(v2); float Fp = (p.x * p.x - p.y); if(sgn * Fp < 0){ - return 0.0; + return 0; }else{ return min_dist_to_curve(uv_coords, uv_b2, bezier_degree); } diff --git a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl index f9cfe303..b878e295 100644 --- a/manimlib/shaders/quadratic_bezier_stroke/geom.glsl +++ b/manimlib/shaders/quadratic_bezier_stroke/geom.glsl @@ -66,7 +66,7 @@ void flatten_points(in vec3[3] points, out vec2[3] flat_points){ float angle_between_vectors(vec2 v1, vec2 v2){ float v1_norm = length(v1); float v2_norm = length(v2); - if(v1_norm == 0 || v2_norm == 0) return 0.0; + if(v1_norm == 0 || v2_norm == 0) return 0; float dp = dot(v1, v2) / (v1_norm * v2_norm); float angle = acos(clamp(dp, -1.0, 1.0)); float sn = sign(cross2d(v1, v2));