diff --git a/assets/cubyz/shaders/graphics/Text.fs b/assets/cubyz/shaders/graphics/Text.fs index ec3b2ea8c..06d5c4d13 100644 --- a/assets/cubyz/shaders/graphics/Text.fs +++ b/assets/cubyz/shaders/graphics/Text.fs @@ -21,7 +21,7 @@ vec2 convert2Proportional(vec2 original, vec2 full){ void main() { - vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize)); + vec4 texture_rect_percentage = vec4(convert2Proportional(texture_rect.xy, fontSize), convert2Proportional(texture_rect.zw, fontSize)); vec2 texture_position = vec2( texture_rect_percentage.x+ frag_face_pos.x*texture_rect_percentage.z diff --git a/assets/cubyz/shaders/graphics/Text.vs b/assets/cubyz/shaders/graphics/Text.vs index 550225864..2ec685697 100644 --- a/assets/cubyz/shaders/graphics/Text.vs +++ b/assets/cubyz/shaders/graphics/Text.vs @@ -23,8 +23,8 @@ vec2 convert2Proportional(vec2 original, vec2 full) { void main() { vec2 vertex_pos = face_pos*vec2(1, -1); - vec2 position_percentage = convert2Proportional(offset, scene); - vec2 size_percentage = convert2Proportional(vec2(texture_rect.z, texture_rect.w)*ratio, scene); + vec2 position_percentage = convert2Proportional(floor(offset), scene); + vec2 size_percentage = convert2Proportional(floor(vec2(texture_rect.z, texture_rect.w)*ratio), scene); if ((fontEffects & 0x02000000) != 0) { // italic vertex_pos.x += vertex_pos.y/texture_rect.z; } diff --git a/src/main.zig b/src/main.zig index d532e8097..2e8e1dba4 100644 --- a/src/main.zig +++ b/src/main.zig @@ -604,7 +604,6 @@ pub const Window = struct { } c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MAJOR, 4); c.glfwWindowHint(c.GLFW_CONTEXT_VERSION_MINOR, 5); - c.glfwWindowHint(c.GLFW_SAMPLES, 0); window = c.glfwCreateWindow(width, height, "Cubyz", null, null) orelse return error.GLFWFailed;