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Clarifies scaling logic.
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@ -194,12 +194,12 @@ using BufferingScanTarget = Outputs::Display::BufferingScanTarget;
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// Set the aspect ratio multiplier.
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uniforms()->aspectRatioMultiplier = float(modals.aspect_ratio / viewAspectRatio);
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// Also work out the proper zoom. Somehow?
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// Also work out the proper zoom.
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const double fitWidthZoom = (viewAspectRatio / modals.aspect_ratio) / modals.visible_area.size.width;
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const double fitHeightZoom = 1.0 / modals.visible_area.size.height;
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// The differing signs for offset below reflect the inverted coordinate system in Metal.
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uniforms()->zoom = float(std::min(fitWidthZoom, fitHeightZoom));
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// Store the offset.
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uniforms()->offset.x = -modals.visible_area.origin.x;
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uniforms()->offset.y = -modals.visible_area.origin.y;
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}
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@ -101,9 +101,16 @@ vertex SourceInterpolator scanToDisplay( constant Uniforms &uniforms [[buffer(1)
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) / 32.0;
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// Hence determine this quad's real shape, using vertexID to pick a corner.
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// position2d is now in the range [0, 1].
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float2 position2d = start + (float(vertexID&2) * 0.5) * tangent + (float(vertexID&1) - 0.5) * normal * uniforms.lineWidth;
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position2d = (position2d + uniforms.offset) * uniforms.zoom * float2(uniforms.aspectRatioMultiplier, 1.0);
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position2d = position2d * float2(2.0, -2.0) + float2(-1.0, 1.0);
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// Apply the requested offset and zoom, to map the desired area to the range [0, 1].
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position2d = (position2d + uniforms.offset) * uniforms.zoom;
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// Remap from [0, 1] to Metal's [-1, 1] and then apply the aspect ratio correction.
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position2d = (position2d * float2(2.0, -2.0) + float2(-1.0, 1.0)) * float2(uniforms.aspectRatioMultiplier, 1.0);
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output.position = float4(
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position2d,
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0.0,
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