Correct text scaling

This commit is contained in:
2021-03-07 23:34:37 +01:00
parent 80a38eca58
commit f92075263f
7 changed files with 36 additions and 63 deletions
+7 -6
View File
@@ -2,30 +2,31 @@
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec4 vColor [];
in vec2 vTexCoord [];
in vec3 vTexCoord [];
out vec4 gColor;
out vec2 gTex;
void main()
{
vec3 cenPos = gl_in[0].gl_Position.xyz;
float size = vTexCoord[0].y;
float sizex = vTexCoord[0].y;
float sizey = vTexCoord[0].z;
//float size = 0.05;
gColor = vColor[0];
float texPos = vTexCoord[0].x;
gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y - size, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
//gl_Position = vec4 (0, 0 , 5 , 1);
gTex = vec2 (texPos*0.0078125, 1);
EmitVertex();
gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y + size, cenPos.z , 1);
gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
//gl_Position = vec4 (0, 0.5 , 5 , 1);
gTex = vec2 (texPos*0.0078125, 0);
EmitVertex();
gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y - size, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
gTex = vec2 ((texPos+1)*0.0078125, 1);
EmitVertex();
gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y + size, cenPos.z , 1);
gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
gTex = vec2 ((texPos+1)*0.0078125, 0);
//gl_Position = vec4 (0.5, 0 , -5 , 1);
EmitVertex();
+2 -2
View File
@@ -1,7 +1,7 @@
#version 430 core
layout (location = 0) in vec3 aPos;
layout (location = 1) in vec4 aColor;
layout (location = 2) in vec2 aTexCoord;
layout (location = 2) in vec3 aTexCoord;
uniform vec2 winSize;
uniform float zoom;
@@ -10,7 +10,7 @@ uniform float rotation;
uniform mat4 worldMat;
out vec4 vColor;
out vec2 vTexCoord;
out vec3 vTexCoord;
void main()
{