Correct text scaling
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@@ -2,30 +2,31 @@
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layout (points) in;
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layout (triangle_strip, max_vertices = 4) out;
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in vec4 vColor [];
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in vec2 vTexCoord [];
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in vec3 vTexCoord [];
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out vec4 gColor;
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out vec2 gTex;
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void main()
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{
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vec3 cenPos = gl_in[0].gl_Position.xyz;
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float size = vTexCoord[0].y;
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float sizex = vTexCoord[0].y;
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float sizey = vTexCoord[0].z;
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//float size = 0.05;
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gColor = vColor[0];
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float texPos = vTexCoord[0].x;
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y - size, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0, 0 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x - size*0.5, cenPos.y + size, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x - sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0, 0.5 , 5 , 1);
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gTex = vec2 (texPos*0.0078125, 0);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y - size, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y - sizey*0.5, cenPos.z , 1);
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//gl_Position = vec4 (0.5, 0.5 , -5 , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 1);
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EmitVertex();
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gl_Position = vec4 (cenPos.x + size*0.5, cenPos.y + size, cenPos.z , 1);
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gl_Position = vec4 (cenPos.x + sizex*0.5, cenPos.y + sizey*0.5, cenPos.z , 1);
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gTex = vec2 ((texPos+1)*0.0078125, 0);
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//gl_Position = vec4 (0.5, 0 , -5 , 1);
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EmitVertex();
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@@ -1,7 +1,7 @@
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#version 430 core
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layout (location = 0) in vec3 aPos;
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layout (location = 1) in vec4 aColor;
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layout (location = 2) in vec2 aTexCoord;
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layout (location = 2) in vec3 aTexCoord;
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uniform vec2 winSize;
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uniform float zoom;
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@@ -10,7 +10,7 @@ uniform float rotation;
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uniform mat4 worldMat;
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out vec4 vColor;
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out vec2 vTexCoord;
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out vec3 vTexCoord;
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void main()
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{
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