if (value > 0.0f) {
glm::vec3 top_left(glm::vec2(TopLeft()) + padding + glm::vec2(border), Position().z);
- glm::vec3 actual_size(size.x * value, size.y, 1.0f);
+ glm::vec2 actual_size(size.x * value, size.y);
assets.shaders.plain_color.SetM(glm::translate(align(Gravity::NORTH_WEST, actual_size, top_left))
- * glm::scale(actual_size));
+ * glm::scale(glm::vec3(actual_size, 1.0f)));
assets.shaders.plain_color.SetColor(fill_color);
assets.shaders.plain_color.DrawRect();
}