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https://github.com/gnif/LookingGlass.git
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[client] egl: implemented alerts and some minor fixes to fps
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@@ -59,15 +59,13 @@ out highp vec2 uv;\
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\
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void main()\
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{\
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highp vec2 pix = (vec2(1.0, 1.0) / screen); \
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gl_Position.xyz = vertexPosition_modelspace; \
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gl_Position.w = 1.0; \
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gl_Position.x *= pix.x * size.x; \
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gl_Position.y *= pix.y * size.y; \
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gl_Position.x -= 1.0 - (pix.x * size.x);\
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gl_Position.y += 1.0 - (pix.y * size.y);\
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gl_Position.x += pix.x * 10.0; \
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gl_Position.y -= pix.y * 10.0; \
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gl_Position.xy *= screen.xy * size.xy; \
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gl_Position.x -= 1.0 - (screen.x * size.x);\
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gl_Position.y += 1.0 - (screen.y * size.y);\
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gl_Position.x += screen.x * 10.0; \
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gl_Position.y -= screen.y * 10.0; \
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\
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uv = vertexUV;\
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}\
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@@ -90,11 +88,8 @@ void main()\
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static const char frag_shaderBG[] = "\
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#version 300 es\n\
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\
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in highp vec2 uv;\
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out highp vec4 color;\
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\
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uniform sampler2D sampler1;\
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\
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void main()\
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{\
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color = vec4(0.0, 0.0, 1.0, 0.5);\
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@@ -217,7 +212,7 @@ void egl_fps_update(EGL_FPS * fps, const float avgFPS, const float renderFPS)
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fps->font->release(fps->fontObj, bmp);
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}
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void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
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void egl_fps_render(EGL_FPS * fps, const float scaleX, const float scaleY)
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{
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if (!fps->ready)
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return;
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@@ -227,14 +222,14 @@ void egl_fps_render(EGL_FPS * fps, float screenWidth, float screenHeight)
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// render the background first
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egl_shader_use(fps->shaderBG);
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glUniform2f(fps->uScreenBG, screenWidth, screenHeight);
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glUniform2f(fps->uSizeBG , fps->width , fps->height );
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glUniform2f(fps->uScreenBG, scaleX , scaleY );
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glUniform2f(fps->uSizeBG , fps->width, fps->height);
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egl_model_render(fps->model);
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// render the texture over the background
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egl_shader_use(fps->shader);
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glUniform2f(fps->uScreen, screenWidth, screenHeight);
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glUniform2f(fps->uSize , fps->width , fps->height );
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glUniform2f(fps->uScreen, scaleX , scaleY );
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glUniform2f(fps->uSize , fps->width, fps->height);
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egl_model_render(fps->model);
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glDisable(GL_BLEND);
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