diff --git a/src/app.cpp b/src/app.cpp index a7c0f65..970b877 100644 --- a/src/app.cpp +++ b/src/app.cpp @@ -372,9 +372,9 @@ void App::init() initLayout(); title_update(); - GLfloat width_range[2]; - glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, width_range); - LOG("GL line range: %f - %f", width_range[0], width_range[1]); + //GLfloat width_range[2]; + //glGetFloatv(GL_SMOOTH_LINE_WIDTH_RANGE, width_range); + //LOG("GL line range: %f - %f", width_range[0], width_range[1]); LOG("Screen Size: %f %f", width, height); GLint fb0; diff --git a/src/app_shaders.cpp b/src/app_shaders.cpp index 5dd866b..180db4b 100644 --- a/src/app_shaders.cpp +++ b/src/app_shaders.cpp @@ -161,12 +161,15 @@ void App::initShaders() "void main() {\n" " mediump float stroke = 1.0 - texture(tex, uv).r;\n" " int zero_count = 0;\n" - " for (int x = -1; x <= 1; x++){\n" - " for (int y = -1; y <= 1; y++){\n" - " if (textureOffset(tex, uv, ivec2(x, y)).r == 1.0) \n" - " zero_count++;\n" - " }\n" - " }\n" + " if (textureOffset(tex, uv, ivec2(-1, -1)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2(-1, 0)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2(-1, +1)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2( 0, -1)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2( 0, 0)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2( 0, +1)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2(+1, -1)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2(+1, 0)).r == 1.0) zero_count++;\n" + " if (textureOffset(tex, uv, ivec2(+1, +1)).r == 1.0) zero_count++;\n" " float edge = (zero_count > 1 && zero_count < 9) ? 0.75 : 0.0;\n" " frag = vec4(col.rgb, edge * (1.0 - zero_count / 9.f));\n" "}\n";