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Fixed aspect ratio storage. Adjusted indentation slightly.
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@ -85,7 +85,7 @@ void TextureTarget::draw(float aspect_ratio)
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"void main(void)"
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"{"
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"fragColour = texture(texID, texCoordVarying);"
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"fragColour = vec4(0.5);"//texture(texID, texCoordVarying);"
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"}";
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_pixel_shader = std::unique_ptr<Shader>(new Shader(vertex_shader, fragment_shader, nullptr));
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@ -111,7 +111,7 @@ void TextureTarget::draw(float aspect_ratio)
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if(_set_aspect_ratio != aspect_ratio)
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{
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aspect_ratio = _set_aspect_ratio;
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_set_aspect_ratio = aspect_ratio;
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int8_t buffer[12*4];
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// establish texture coordinates
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@ -127,18 +127,18 @@ void TextureTarget::draw(float aspect_ratio)
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if(aspect_ratio_ratio >= 1.0f)
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{
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// output is thinner than we are; letterbox
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fl_buffer[0] = -1.0f; fl_buffer[1] = 1.0f / aspect_ratio_ratio;
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fl_buffer[3] = -1.0f; fl_buffer[4] = -1.0f / aspect_ratio_ratio;
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fl_buffer[6] = 1.0f; fl_buffer[7] = 1.0f / aspect_ratio_ratio;
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fl_buffer[9] = 1.0f; fl_buffer[10] = -1.0f / aspect_ratio_ratio;
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fl_buffer[0] = -1.0f; fl_buffer[1] = 1.0f / aspect_ratio_ratio;
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fl_buffer[3] = -1.0f; fl_buffer[4] = -1.0f / aspect_ratio_ratio;
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fl_buffer[6] = 1.0f; fl_buffer[7] = 1.0f / aspect_ratio_ratio;
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fl_buffer[9] = 1.0f; fl_buffer[10] = -1.0f / aspect_ratio_ratio;
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}
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else
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{
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// output is wider than we are; pillarbox
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fl_buffer[0] = -aspect_ratio_ratio; fl_buffer[1] = 1.0f;
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fl_buffer[3] = -aspect_ratio_ratio; fl_buffer[4] = -1.0f;
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fl_buffer[6] = aspect_ratio_ratio; fl_buffer[7] = 1.0f;
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fl_buffer[9] = aspect_ratio_ratio; fl_buffer[10] = -1.0f;
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fl_buffer[0] = -aspect_ratio_ratio; fl_buffer[1] = 1.0f;
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fl_buffer[3] = -aspect_ratio_ratio; fl_buffer[4] = -1.0f;
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fl_buffer[6] = aspect_ratio_ratio; fl_buffer[7] = 1.0f;
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fl_buffer[9] = aspect_ratio_ratio; fl_buffer[10] = -1.0f;
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}
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// upload buffer
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