finishex exposing cam zoom settings to the wiget menu and the font size canvas scalaar
This commit is contained in:
@ -31,8 +31,8 @@ import sg "thirdparty:sokol/gfx"
|
||||
Bind slot: SMP_ve_blit_atlas_src_sampler => 0
|
||||
*/
|
||||
ATTR_ve_blit_atlas_v_position :: 0
|
||||
ATTR_ve_blit_atlas_v_texture :: 1
|
||||
UB_ve_blit_atlas_fs_params :: 0
|
||||
ATTR_ve_blit_atlas_v_texture :: 1
|
||||
UB_ve_blit_atlas_fs_params :: 0
|
||||
IMG_ve_blit_atlas_src_texture :: 0
|
||||
SMP_ve_blit_atlas_src_sampler :: 0
|
||||
Ve_Blit_Atlas_Fs_Params :: struct #align(16) {
|
||||
|
@ -33,12 +33,14 @@ void main()
|
||||
if ( down_sample == 1 )
|
||||
{
|
||||
// TODO(Ed): The original author made these consts, I want to instead expose as uniforms...
|
||||
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
|
||||
const vec2 texture_size = 1.0f / vec2( 2048.0f, 512.0f ); // VEFontCache.Context.buffer_width/buffer_height
|
||||
const float down_sample_scale = 1.0f / 4.0f;
|
||||
|
||||
alpha =
|
||||
(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * 0.25f)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * 0.25f)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * 0.25f)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * 0.25f);
|
||||
(texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, -0.5f) * texture_size ).x * down_sample_scale)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( -0.5f, 0.5f) * texture_size ).x * down_sample_scale)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, -0.5f) * texture_size ).x * down_sample_scale)
|
||||
+ (texture(sampler2D( ve_draw_text_src_texture, ve_draw_text_src_sampler), uv + vec2( 0.5f, 0.5f) * texture_size ).x * down_sample_scale);
|
||||
}
|
||||
frag_color = vec4( colour.xyz, colour.a * alpha );
|
||||
}
|
||||
|
Reference in New Issue
Block a user