Calculate pixel snap in canvas space instead of world space

This ensures that you are actually snapping to pixels in the viewport and not an arbitrary amount
This commit is contained in:
clayjohn 2024-09-20 17:43:33 -07:00
parent 621cadcf65
commit e75900e1ad
2 changed files with 4 additions and 4 deletions

View File

@ -262,6 +262,8 @@ void main() {
color_interp = color;
vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
if (use_pixel_snap) {
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
@ -269,8 +271,6 @@ void main() {
uv += 1e-5;
}
vertex = (canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
uv_interp = uv;

View File

@ -214,6 +214,8 @@ void main() {
color_interp = color;
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
if (canvas_data.use_pixel_snap) {
vertex = floor(vertex + 0.5);
// precision issue on some hardware creates artifacts within texture
@ -221,8 +223,6 @@ void main() {
uv += 1e-5;
}
vertex = (canvas_data.canvas_transform * vec4(vertex, 0.0, 1.0)).xy;
vertex_interp = vertex;
uv_interp = uv;