| @@ -52,21 +52,19 @@ void main(void) | |||||
| vec2 tc0 = tc1 - vec2(1.0, 1.0) / 128.0; | vec2 tc0 = tc1 - vec2(1.0, 1.0) / 128.0; | ||||
| vec2 tc3 = tc2 + vec2(1.0, 1.0) / 128.0; | vec2 tc3 = tc2 + vec2(1.0, 1.0) / 128.0; | ||||
| float c0 = texture2D(u_Texture, tc0).x; | |||||
| float c1 = texture2D(u_Texture, tc1).x; | |||||
| float c2 = texture2D(u_Texture, tc2).x; | |||||
| float c3 = texture2D(u_Texture, tc3).x; | |||||
| vec4 c; | |||||
| c[0] = texture2D(u_Texture, tc0).x; | |||||
| c[1] = texture2D(u_Texture, tc1).x; | |||||
| c[2] = texture2D(u_Texture, tc2).x; | |||||
| c[3] = texture2D(u_Texture, tc3).x; | |||||
| /* Artificially compress in Y */ | /* Artificially compress in Y */ | ||||
| c0 *= 0.3; | |||||
| c1 *= 0.3; | |||||
| c2 *= 0.3; | |||||
| c3 *= 0.3; | |||||
| vec2 p0 = vec2(tc0.x * width, c0 * height); | |||||
| vec2 p1 = vec2(tc1.x * width, c1 * height); | |||||
| vec2 p2 = vec2(tc2.x * width, c2 * height); | |||||
| vec2 p3 = vec2(tc3.x * width, c3 * height); | |||||
| c *= 0.3; | |||||
| vec2 p0 = vec2(tc0.x * width, c[0] * height); | |||||
| vec2 p1 = vec2(tc1.x * width, c[1] * height); | |||||
| vec2 p2 = vec2(tc2.x * width, c[2] * height); | |||||
| vec2 p3 = vec2(tc3.x * width, c[3] * height); | |||||
| vec2 a = vec2(t.x * width, t.y * height); | vec2 a = vec2(t.x * width, t.y * height); | ||||
| float d0 = point2segment(p0, p1, a); | float d0 = point2segment(p0, p1, a); | ||||