@ -149,10 +149,9 @@ void computeLineCoords( bool posture, vec2 vs, vec2 vp, vec2 texcoord, vec2 dir,
void computeCircleCoords ( float vertexIndex , float radius , float lineWidth )
{
vec4 delta ;
vec4 center = roundv ( gl_ModelViewProjectionMatrix * gl_Vertex + vec4 ( 1 , 1 , 0 , 0 ) , screenPixelSize ) ;
float pixelWidth = roundr ( lineWidth / worldPixelSize , 1.0 ) ;
float pixelR = roundr ( radius / worldPixelSize , 1.0 ) ;
//float pixelWidth = lineWidth / worldPixelSize;
vec4 center = roundv ( gl_ModelViewProjectionMatrix * gl_Vertex + vec4 ( 1 , 1 , 0 , 0 ) , screenPixelSize ) ;
float pixelWidth = roundr ( lineWidth / worldPixelSize , 1.0 ) ;
float pixelR = roundr ( radius / worldPixelSize , 1.0 ) ;
vec4 adjust = vec4 ( - 1 , - 1 , 0 , 0 ) ;
@ -162,19 +161,33 @@ void computeCircleCoords( float vertexIndex, float radius, float lineWidth )
if ( vertexIndex = = 1.0 )
{
circleCoords = vec2 ( - sqrt ( 3.0 ) , - 1.0 ) ;
delta = vec4 ( - pixelR * sqrt ( 3.0 ) , - pixelR , 0 , 0 ) ;
delta = vec4 ( - pixelR * sqrt ( 3.0 ) , - pixelR , 0 , 0 ) ;
}
else if ( vertexIndex = = 2.0 )
{
circleCoords = vec2 ( sqrt ( 3.0 ) , - 1.0 ) ;
delta = vec4 ( pixelR * sqrt ( 3.0 ) , - pixelR , 0 , 0 ) ;
delta = vec4 ( pixelR * sqrt ( 3.0 ) , - pixelR , 0 , 0 ) ;
}
else if ( vertexIndex = = 3.0 )
{
circleCoords = vec2 ( 0.0 , 2.0 ) ;
delta = vec4 ( 0 , 2 * pixelR , 0 , 0 ) ;
delta = vec4 ( 0 , 2 * pixelR , 0 , 0 ) ;
}
else if ( vertexIndex = = 4.0 )
{
circleCoords = vec2 ( - sqrt ( 3.0 ) , 0.0 ) ;
delta = vec4 ( 0 , 0 , 0 , 0 ) ;
}
else if ( vertexIndex = = 5.0 )
{
circleCoords = vec2 ( sqrt ( 3.0 ) , 0.0 ) ;
delta = vec4 ( 0 , 0 , 0 , 0 ) ;
}
else if ( vertexIndex = = 6.0 )
{
circleCoords = vec2 ( 0.0 , 2.0 ) ;
delta = vec4 ( 0 , 0 , 0 , 0 ) ;
}
shaderParams [ 2 ] = pixelR ;
shaderParams [ 3 ] = pixelWidth ;