Removed flipY from REGL renderer's texture load function, to increase similarity between renderer implementations and rule out a sampling discrepancy

This commit is contained in:
Rezmason
2022-10-04 21:48:21 -07:00
parent 4f257b87f7
commit 6986ed45f5
3 changed files with 2 additions and 3 deletions

View File

@@ -59,7 +59,6 @@ const loadImage = (regl, url) => {
data,
mag: "linear",
min: "linear",
flipY: true,
});
}
})(),

View File

@@ -102,13 +102,13 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
vec2 getSymbolUV(float index) {
float symbolX = modI(index, glyphTextureGridSize.x);
float symbolY = (index - symbolX) / glyphTextureGridSize.x;
symbolY = glyphTextureGridSize.y - symbolY - 1.;
return vec2(symbolX, symbolY);
}
vec2 getSymbol(vec2 uv, float index) {
// resolve UV to cropped position of glyph in MSDF texture
uv = fract(uv * vec2(numColumns, numRows));
uv.y = 1.0 - uv.y; // y-flip
uv -= 0.5;
uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
uv += 0.5;

View File

@@ -493,7 +493,7 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
// resolve UV to cropped position of glyph in MSDF texture
var uv = fract(cellUV * config.gridSize);
uv.y = 1.0 - uv.y; // WebGL -> WebGPU y-flip
uv.y = 1.0 - uv.y; // y-flip
uv -= 0.5;
uv *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
uv += 0.5;