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screen zooming, temporarily toggle with Z key
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@@ -73,6 +73,7 @@ void main() {
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vec2 overscannedScreenDimension = tilesInAxes * tileSizeInPx; // how many tiles will fit into a screen; one used by the tileFromMap
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vec2 flippedFragCoord = vec2(gl_FragCoord.x, screenDimension.y - gl_FragCoord.y) + cameraTranslation; // NO IVEC2!!; this flips Y
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//vec2 pxCoord = flippedFragCoord.xy; // TODO do I actually need 'pxCoord'?
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vec2 zoomVec = vec2(zoom);
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// get required tile numbers //
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@@ -97,8 +98,8 @@ void main() {
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// get final UV coord for the actual sampling //
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vec2 finalUVCoordForTile = uvCoordForTile + uvCoordOffsetTile;// where we should be actually looking for in atlas, using UV coord (0..1)
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vec2 finalUVCoordForBreakage = uvCoordForTile + uvCoordOffsetBreakage;
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vec2 finalUVCoordForTile = (uvCoordForTile + uvCoordOffsetTile);// where we should be actually looking for in atlas, using UV coord (0..1)
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vec2 finalUVCoordForBreakage = (uvCoordForTile + uvCoordOffsetBreakage);
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// blending a breakage tex with main tex //
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