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@@ -700,26 +700,26 @@ void Shader::checkSetScreenParams()
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return;
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return;
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// In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
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// In the shader, we do pixcoord.y = gl_FragCoord.y * params.z + params.w.
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- // This lets us flip pixcoord.y when needed, to be consistent (Canvases
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- // have flipped y-values for pixel coordinates.)
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+ // This lets us flip pixcoord.y when needed, to be consistent (drawing with
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+ // no Canvas active makes the y-values for pixel coordinates flipped.)
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GLfloat params[] = {
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GLfloat params[] = {
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(GLfloat) view.w, (GLfloat) view.h,
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(GLfloat) view.w, (GLfloat) view.h,
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0.0f, 0.0f,
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0.0f, 0.0f,
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};
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};
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if (Canvas::current != nullptr)
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if (Canvas::current != nullptr)
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- {
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- // gl_FragCoord.y is flipped in Canvases, so we un-flip:
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- // pixcoord.y = gl_FragCoord.y * -1.0 + height.
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- params[2] = -1.0f;
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- params[3] = (GLfloat) view.h;
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- }
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- else
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{
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{
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// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
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// No flipping: pixcoord.y = gl_FragCoord.y * 1.0 + 0.0.
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params[2] = 1.0f;
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params[2] = 1.0f;
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params[3] = 0.0f;
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params[3] = 0.0f;
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}
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}
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+ else
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+ {
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+ // gl_FragCoord.y is flipped when drawing to the screen, so we un-flip:
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+ // pixcoord.y = gl_FragCoord.y * -1.0 + height.
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+ params[2] = -1.0f;
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+ params[3] = (GLfloat) view.h;
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+ }
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sendBuiltinFloat(BUILTIN_SCREEN_SIZE, 4, params, 1);
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sendBuiltinFloat(BUILTIN_SCREEN_SIZE, 4, params, 1);
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