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Adding glyphFlip and glyphRotation parameters.
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@@ -21,6 +21,8 @@ uniform bool showDebugView;
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uniform bool volumetric;
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uniform bool isolateCursor, isolateGlint;
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uniform mat2 glyphTransform;
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varying vec2 vUV;
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varying vec4 vRaindrop, vSymbol, vEffect;
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varying float vDepth;
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@@ -110,6 +112,7 @@ vec2 getSymbol(vec2 uv, float index) {
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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 -= 0.5;
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uv = glyphTransform * uv;
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uv *= clamp(1. - glyphEdgeCrop, 0., 1.);
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uv += 0.5;
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uv = (uv + getSymbolUV(index)) / glyphTextureGridSize;
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@@ -7,6 +7,7 @@ struct Config {
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glyphSequenceLength : f32,
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glyphTextureGridSize : vec2<i32>,
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glyphHeightToWidth : f32,
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glyphTransform : mat2x2<f32>,
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gridSize : vec2<f32>,
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showDebugView : i32,
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@@ -493,6 +494,7 @@ 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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var uv = fract(cellUV * config.gridSize);
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uv -= 0.5;
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uv = config.glyphTransform * uv;
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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 = (uv + getSymbolUV(index)) / vec2<f32>(config.glyphTextureGridSize);
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