fix ratio
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+3
-4
@@ -37,8 +37,8 @@ static const char *fragment_shader_text =
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" vec2 uv0 = vUV.st;\n"
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" float ratio = iResolution.x / iResolution.y;\n"
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" vec2 uv1 = (uv0 - .5) * vec2(ratio, 1);\n"
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" vec3 color = vec3(vUV, 0.0);\n"
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" color *= 1 - step(abs(sin(iTime) * 0.5),length(uv1));\n"
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" vec3 color = vec3(vUV, sin(iTime * 0.5) * 0.5 + 0.5);\n"
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" color *= 1 - step(cos(iTime) * 0.5 + 0.5,length(uv1));\n"
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" fragColor = vec4(color, 1.0);\n"
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"}\n";
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@@ -120,7 +120,6 @@ ShaderProgram init_program() {
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void loop(GLFWwindow *window, ShaderProgram program) {
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int width, height;
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glfwGetFramebufferSize(window, &width, &height);
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const float ratio = width / (float)height;
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vec2 resolution = {(float)width, (float)height};
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glViewport(0, 0, width, height);
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@@ -128,7 +127,7 @@ void loop(GLFWwindow *window, ShaderProgram program) {
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mat4x4 m, p, mvp;
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mat4x4_identity(m);
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mat4x4_ortho(p, 0, ratio, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_ortho(p, 0.0f, 1.0f, 0.0f, 1.0f, 1.0f, 0.0f);
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mat4x4_mul(mvp, p, m);
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glUseProgram(program.program);
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