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@ -11,8 +11,8 @@ uniform vec2 cursorPos;
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vec3 to_world(vec3 v) {
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vec2 ratio = vec2(
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windowSize.x / screenshotSize.x,
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windowSize.y / screenshotSize.y);
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windowSize.x / screenshotSize.x / cameraScale,
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windowSize.y / screenshotSize.y / cameraScale);
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return vec3((v.x / screenshotSize.x * 2.0 - 1.0) / ratio.x,
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(v.y / screenshotSize.y * 2.0 - 1.0) / ratio.y,
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v.z);
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@ -20,6 +20,6 @@ vec3 to_world(vec3 v) {
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void main()
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{
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gl_Position = vec4(to_world((aPos - vec3(cameraPos * vec2(1.0, -1.0), 0.0)) * cameraScale), 1.0);
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gl_Position = vec4(to_world((aPos - vec3(cameraPos * vec2(1.0, -1.0), 0.0))), 1.0);
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texcoord = aTexCoord;
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}
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