fix: make the selection box thickness scale invariant
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@@ -5,6 +5,7 @@ in vec2 vPos;
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out vec4 FragColor;
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uniform float uTime;
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uniform float uScale;
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uniform vec4 uColor1;
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uniform vec4 uColor2;
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uniform vec2 uMin;
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@@ -12,7 +13,7 @@ uniform vec2 uMax;
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void main()
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{
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float borderWidth = 0.008;
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float borderWidth = 0.008 / uScale;
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float distX = min(vPos.x - uMin.x, uMax.x - vPos.x);
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@@ -38,6 +38,7 @@ static GLuint shader_standard_uProjMatrixLoc;
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static GLuint shader_selection_uProjMatrixLoc;
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static GLuint shader_selection_uTimeLoc;
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static GLuint shader_selection_uScaleLoc;
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static GLuint shader_selection_uC1Loc;
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static GLuint shader_selection_uC2Loc;
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static GLuint shader_selection_uMinLoc;
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@@ -103,6 +104,8 @@ static void init_shader(void) {
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glGetUniformLocation(selection_shader_program, "uProjection");
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shader_selection_uTimeLoc =
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glGetUniformLocation(selection_shader_program, "uTime");
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shader_selection_uScaleLoc =
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glGetUniformLocation(selection_shader_program, "uScale");
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shader_selection_uC1Loc =
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glGetUniformLocation(selection_shader_program, "uColor1");
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shader_selection_uC2Loc =
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@@ -205,6 +208,7 @@ static gboolean render(GtkGLArea* a, GdkGLContext* ctx,
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glUniformMatrix4fv(shader_selection_uProjMatrixLoc, 1, GL_FALSE,
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renderInfo->canvasTransform);
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glUniform1f(shader_selection_uTimeLoc, time);
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glUniform1f(shader_selection_uScaleLoc, renderInfo->zoom);
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glUniform2f(shader_selection_uMinLoc, bbox.min.x, bbox.min.y);
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glUniform2f(shader_selection_uMaxLoc, bbox.max.x, bbox.max.y);
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glUniform4f(shader_selection_uC1Loc, 0, 0, 0, 0);
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