blade: fix path rasterization (#7546)
There were mistakes in the blending mode, primitive topology, and the equation.  Release Notes: - N/A
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2 changed files with 3 additions and 3 deletions
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@ -145,14 +145,14 @@ impl BladePipelines {
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data_layouts: &[&ShaderPathRasterizationData::layout()],
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vertex: shader.at("vs_path_rasterization"),
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primitive: gpu::PrimitiveState {
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topology: gpu::PrimitiveTopology::TriangleStrip,
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topology: gpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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fragment: shader.at("fs_path_rasterization"),
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color_targets: &[gpu::ColorTargetState {
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format: PATH_TEXTURE_FORMAT,
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blend: Some(gpu::BlendState::ALPHA_BLENDING),
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blend: Some(gpu::BlendState::ADDITIVE),
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write_mask: gpu::ColorWrites::default(),
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}],
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}),
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