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https://github.com/Rezmason/matrix.git
synced 2026-04-14 12:29:30 -07:00
Removed flipY from REGL renderer's texture load function, to increase similarity between renderer implementations and rule out a sampling discrepancy
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@@ -59,7 +59,6 @@ const loadImage = (regl, url) => {
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data,
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data,
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mag: "linear",
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mag: "linear",
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min: "linear",
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min: "linear",
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flipY: true,
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});
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});
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}
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}
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})(),
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})(),
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@@ -102,13 +102,13 @@ vec3 getBrightness(vec4 raindrop, vec4 effect, float quadDepth, vec2 uv) {
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vec2 getSymbolUV(float index) {
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vec2 getSymbolUV(float index) {
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float symbolX = modI(index, glyphTextureGridSize.x);
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float symbolX = modI(index, glyphTextureGridSize.x);
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float symbolY = (index - symbolX) / glyphTextureGridSize.x;
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float symbolY = (index - symbolX) / glyphTextureGridSize.x;
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symbolY = glyphTextureGridSize.y - symbolY - 1.;
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return vec2(symbolX, symbolY);
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return vec2(symbolX, symbolY);
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}
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}
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vec2 getSymbol(vec2 uv, float index) {
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vec2 getSymbol(vec2 uv, float index) {
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// resolve UV to cropped position of glyph in MSDF texture
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// resolve UV to cropped position of glyph in MSDF texture
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uv = fract(uv * vec2(numColumns, numRows));
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uv = fract(uv * vec2(numColumns, numRows));
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uv.y = 1.0 - uv.y; // y-flip
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uv -= 0.5;
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uv -= 0.5;
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uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
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uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
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uv += 0.5;
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uv += 0.5;
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@@ -493,7 +493,7 @@ fn getSymbolUV(symbol : i32) -> vec2<f32> {
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fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
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fn getSymbol(cellUV : vec2<f32>, index : i32) -> vec2<f32> {
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// resolve UV to cropped position of glyph in MSDF texture
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// resolve UV to cropped position of glyph in MSDF texture
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var uv = fract(cellUV * config.gridSize);
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var uv = fract(cellUV * config.gridSize);
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uv.y = 1.0 - uv.y; // WebGL -> WebGPU y-flip
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uv.y = 1.0 - uv.y; // y-flip
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uv -= 0.5;
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uv -= 0.5;
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uv *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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uv *= clamp(1.0 - config.glyphEdgeCrop, 0.0, 1.0);
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uv += 0.5;
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uv += 0.5;
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