@@ -22,13 +22,13 @@ const enum VertexAttribLocations {
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const vertexShaderSource = `#version 300 es
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layout (location = ${VertexAttribLocations.POSITION}) in vec2 a_position;
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layout (location = ${VertexAttribLocations.SIZE}) in vec2 a_size;
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layout (location = ${VertexAttribLocations.COLOR}) in vec3 a_color;
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layout (location = ${VertexAttribLocations.COLOR}) in vec4 a_color;
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layout (location = ${VertexAttribLocations.UNIT_QUAD}) in vec2 a_unitquad;
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uniform mat4 u_projection;
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uniform vec2 u_resolution;
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out vec3 v_color;
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out vec4 v_color;
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void main() {
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vec2 zeroToOne = (a_position + (a_unitquad * a_size)) / u_resolution;
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@@ -39,12 +39,12 @@ void main() {
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const fragmentShaderSource = `#version 300 es
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precision lowp float;
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in vec3 v_color;
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in vec4 v_color;
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out vec4 outColor;
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void main() {
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outColor = vec4(v_color, 1);
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outColor = v_color;
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}`;
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interface IVertices {
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@@ -155,6 +155,7 @@ export class RectangleRenderer {
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private _updateCachedColors(): void {
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this._bgFloat = this._colorToFloat32Array(this._colors.background);
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console.log('bgFloat', this._colors.background, this._bgFloat);
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this._selectionFloat = this._colorToFloat32Array(this._colors.selectionOpaque);
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}
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Block a user