mirror of
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
This commit is contained in:
@@ -59,7 +59,6 @@ const loadImage = (regl, url) => {
|
||||
data,
|
||||
mag: "linear",
|
||||
min: "linear",
|
||||
flipY: true,
|
||||
});
|
||||
}
|
||||
})(),
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user