gpui/src/platform/mac/shaders/shaders.metal 🔗
@@ -204,10 +204,7 @@ fragment float4 sprite_fragment(
float4 sample = atlas.sample(atlas_sampler, input.atlas_position);
float mask;
if (input.compute_winding) {
- mask = fmod(sample.r * MAX_WINDINGS, 2.);
- if (mask > 1) {
- mask = 2. - mask;
- }
+ mask = 1. - abs(1. - fmod(sample.r * MAX_WINDINGS, 2.));
} else {
mask = sample.a;
}