Implement translation rotation zoom using uniform buffers, improvement?
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@@ -6,6 +6,8 @@ in vec2 vWinSize [];
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out vec2 gTexPos;
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uniform vec2 translation;
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uniform float zoom;
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uniform float rotation;
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vec2 rotBy( float rot, vec2 v)
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{
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@@ -18,8 +20,8 @@ vec2 rotBy( float rot, vec2 v)
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void main()
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{
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vec2 cPos = vec2(translation.x / 250 , translation.y /250 );
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float zoom = vParams[0].w;
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float rot = 0 - vParams[0].z;
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// float zoom = vParams[0].w;
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float rot = 0 - rotation;
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float x = vWinSize[0].x / (500*zoom) ;
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float y = vWinSize[0].y / (500*zoom) ;
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