Comments (7)
This isn't an issue with OGL. Nor do you need to tag me directly - I receive notifications already.
Your issue looks to be around incorrect ratio information. You need to make your image ratio match the canvas ratio.
I'd look closer into these two areas:
vec2 uv = .5 * gl_FragCoord.xy / res.xy ;
vec2 myUV = (uv - vec2(0.5))*res.zw + vec2(0.5);
res: {
value: new Vec4(window.innerWidth, window.innerHeight, 1,1)
},
You also never update these values on resize.
Good luck!
from ogl.
Can you please help me to resolve the blur issue?
from ogl.
Is there any way we can fix this ratio issue or it is not possible to change it from our end
from ogl.
Unfortunately I don't have time right now to walk you through it. Texture UVing is a fundamental skill and it will help you a lot to get to grips with it.
I would begin by using this basic full screen shader example and adapt it by rendering your texture full screen.
Then, try resizing your browser, and notice how it affects your image.
Finally, try and edit the uv
values so that your image does not stretch in any window size.
from ogl.
Thanks for the help.
I will check it and try to resolve it. I'm Newby for shader examples any help when you available then it is a big help
Thanks
from ogl.
This isn't an issue with OGL. Nor do you need to tag me directly - I receive notifications already.
Your issue looks to be around incorrect ratio information. You need to make your image ratio match the canvas ratio.
I'd look closer into these two areas:
vec2 uv = .5 * gl_FragCoord.xy / res.xy ; vec2 myUV = (uv - vec2(0.5))*res.zw + vec2(0.5);
res: { value: new Vec4(window.innerWidth, window.innerHeight, 1,1) },
You also never update these values on resize.
Good luck!
I have checked this and try to change rev but when I change anything on it it will either stop working or change the frontend effect.
from ogl.
Sorry mate, may I suggest you create a jsfiddle, codesandbox or codepen? That way people can show you what to do, rather than try and explain.
from ogl.
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