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fix y inversion. camera now feels totally correct
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@ -66,9 +66,11 @@
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## Switch to OpenGL (for speed)
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- get things running again
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- simplify camera math drastically
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- render text
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- calling draw way too frequently
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- circles, arrows, other disabled things
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- forking
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- render text
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- change ezgui API to allow uploading geometry once
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- undo the y inversion hacks at last!
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- probably use f32, not f64 everywhere
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@ -18,5 +18,6 @@ void main() {
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// Translate that to clip-space or whatever it's called
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float x = (screen_x / window[0] * 2.0) - 1;
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float y = (screen_y / window[1] * 2.0) - 1;
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gl_Position = vec4(x, y, 0.0, 1.0);
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// Note the y inversion
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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