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Merge pull request #553 from redcamel/dev
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2 parents f409c54 + dc4226a commit 8f7b18b

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3 files changed

+40
-18
lines changed

3 files changed

+40
-18
lines changed

release/RedGL.js

Lines changed: 17 additions & 8 deletions
Original file line numberDiff line numberDiff line change
@@ -9397,21 +9397,30 @@ var RedTextMaterial;
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// position 계산
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mat4 targetMatrix;
93999399
if(uOrthographicYn){
9400-
targetMatrix = uMMatrix;
9400+
targetMatrix = uMMatrix * mat4(
9401+
u_width, 0.0, 0.0, 0.0,
9402+
0.0, u_height, 0.0, 0.0,
9403+
0.0, 0.0, 1.0, 0.0,
9404+
0.0, 0.0, 0.0, 1.0
9405+
) ;
9406+
gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
9407+
9408+
94019409
}else{
94029410
targetMatrix = uMMatrix * mat4(
94039411
u_width/uResolution.y, 0.0, 0.0, 0.0,
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0.0, u_height/uResolution.y, 0.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0
94079415
) ;
9416+
//#REDGL_DEFINE#sprite3D#true# gl_Position = uPMatrix * getSprite3DMatrix(uCameraMatrix , targetMatrix) * vec4(aVertexPosition, 1.0);
9417+
//#REDGL_DEFINE#sprite3D#true# if(!u_PerspectiveScale){
9418+
//#REDGL_DEFINE#sprite3D#true# gl_Position /= gl_Position.w;
9419+
//#REDGL_DEFINE#sprite3D#true# gl_Position.xy += aVertexPosition.xy * vec2((uPMatrix * targetMatrix)[0][0],(uPMatrix * targetMatrix)[1][1]);
9420+
//#REDGL_DEFINE#sprite3D#true# }
9421+
//#REDGL_DEFINE#sprite3D#false# gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
94089422
}
9409-
//#REDGL_DEFINE#sprite3D#true# gl_Position = uPMatrix * getSprite3DMatrix(uCameraMatrix , targetMatrix) * vec4(aVertexPosition, 1.0);
9410-
//#REDGL_DEFINE#sprite3D#true# if(!u_PerspectiveScale){
9411-
//#REDGL_DEFINE#sprite3D#true# gl_Position /= gl_Position.w;
9412-
//#REDGL_DEFINE#sprite3D#true# gl_Position.xy += aVertexPosition.xy * vec2((uPMatrix * targetMatrix)[0][0],(uPMatrix * targetMatrix)[1][1]);
9413-
//#REDGL_DEFINE#sprite3D#true# }
9414-
//#REDGL_DEFINE#sprite3D#false# gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
9423+
94159424

94169425
//#REDGL_DEFINE#directionalShadow#true# vResolution = uResolution;
94179426
//#REDGL_DEFINE#directionalShadow#true# vShadowPos = cTexUnitConverter * uDirectionalShadowLightMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
@@ -24003,4 +24012,4 @@ var RedGLOffScreen;
2400324012
}
2400424013
RedWorkerCode = RedWorkerCode.toString().replace(/^function ?. ?\) ?\{|\}\;?$/g, '');
2400524014
})();
24006-
})();var RedGL_VERSION = {version : 'RedGL Release. last update( 2019-02-28 19:57:46)' };console.log(RedGL_VERSION);
24015+
})();var RedGL_VERSION = {version : 'RedGL Release. last update( 2019-03-04 09:33:56)' };console.log(RedGL_VERSION);

release/RedGL.min.js

Lines changed: 9 additions & 3 deletions
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src/material/system/RedTextMaterial.js

Lines changed: 14 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -27,21 +27,28 @@ var RedTextMaterial;
2727
// position 계산
2828
mat4 targetMatrix;
2929
if(uOrthographicYn){
30-
targetMatrix = uMMatrix;
30+
targetMatrix = uMMatrix * mat4(
31+
u_width, 0.0, 0.0, 0.0,
32+
0.0, u_height, 0.0, 0.0,
33+
0.0, 0.0, 1.0, 0.0,
34+
0.0, 0.0, 0.0, 1.0
35+
) ;
36+
gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
3137
}else{
3238
targetMatrix = uMMatrix * mat4(
3339
u_width/uResolution.y, 0.0, 0.0, 0.0,
3440
0.0, u_height/uResolution.y, 0.0, 0.0,
3541
0.0, 0.0, 1.0, 0.0,
3642
0.0, 0.0, 0.0, 1.0
3743
) ;
44+
//#REDGL_DEFINE#sprite3D#true# gl_Position = uPMatrix * getSprite3DMatrix(uCameraMatrix , targetMatrix) * vec4(aVertexPosition, 1.0);
45+
//#REDGL_DEFINE#sprite3D#true# if(!u_PerspectiveScale){
46+
//#REDGL_DEFINE#sprite3D#true# gl_Position /= gl_Position.w;
47+
//#REDGL_DEFINE#sprite3D#true# gl_Position.xy += aVertexPosition.xy * vec2((uPMatrix * targetMatrix)[0][0],(uPMatrix * targetMatrix)[1][1]);
48+
//#REDGL_DEFINE#sprite3D#true# }
49+
//#REDGL_DEFINE#sprite3D#false# gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
3850
}
39-
//#REDGL_DEFINE#sprite3D#true# gl_Position = uPMatrix * getSprite3DMatrix(uCameraMatrix , targetMatrix) * vec4(aVertexPosition, 1.0);
40-
//#REDGL_DEFINE#sprite3D#true# if(!u_PerspectiveScale){
41-
//#REDGL_DEFINE#sprite3D#true# gl_Position /= gl_Position.w;
42-
//#REDGL_DEFINE#sprite3D#true# gl_Position.xy += aVertexPosition.xy * vec2((uPMatrix * targetMatrix)[0][0],(uPMatrix * targetMatrix)[1][1]);
43-
//#REDGL_DEFINE#sprite3D#true# }
44-
//#REDGL_DEFINE#sprite3D#false# gl_Position = uPMatrix * uCameraMatrix * targetMatrix * vec4(aVertexPosition, 1.0);
51+
4552
4653
//#REDGL_DEFINE#directionalShadow#true# vResolution = uResolution;
4754
//#REDGL_DEFINE#directionalShadow#true# vShadowPos = cTexUnitConverter * uDirectionalShadowLightMatrix * targetMatrix * vec4(aVertexPosition, 1.0);

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