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Remove the simplex font and switch to using canvas for debug text (ma…
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Original file line number | Diff line number | Diff line change |
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@@ -1,5 +1,9 @@ | ||
uniform highp vec4 u_color; | ||
uniform sampler2D u_overlay; | ||
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varying vec2 v_uv; | ||
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void main() { | ||
gl_FragColor = u_color; | ||
vec4 overlay_color = texture2D(u_overlay, v_uv); | ||
gl_FragColor = mix(u_color, overlay_color, overlay_color.a); | ||
} |
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Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -1,7 +1,12 @@ | ||
attribute vec2 a_pos; | ||
varying vec2 v_uv; | ||
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uniform mat4 u_matrix; | ||
uniform float u_overlay_scale; | ||
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void main() { | ||
gl_Position = u_matrix * vec4(a_pos, 0, 1); | ||
// This vertex shader expects a EXTENT x EXTENT quad, | ||
// The UV co-ordinates for the overlay texture can be calculated using that knowledge | ||
v_uv = a_pos / 8192.0; | ||
gl_Position = u_matrix * vec4(a_pos * u_overlay_scale, 0, 1); | ||
} |
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test/integration/render-tests/debug/tile-overscaled/expected.png
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