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Better method name. Reset once done.
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1 changed files with 6 additions and 6 deletions
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@ -405,11 +405,11 @@ var UtilityPipeline = new Class({
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gl.activeTexture(gl.TEXTURE0);
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gl.bindTexture(gl.TEXTURE_2D, source.texture);
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if (source.height >= target.height)
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if (source.height > target.height)
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{
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gl.viewport(0, 0, source.width, source.height);
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this.setVerticesFromTarget(source, target);
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this.setTargetUVs(source, target);
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}
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else
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{
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@ -754,18 +754,18 @@ var UtilityPipeline = new Class({
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},
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/**
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* Sets the vertices of the quad used by the shaders in the Utility Pipeline
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* Sets the vertex UV coordinates of the quad used by the shaders in the Utility Pipeline
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* so that they correctly adjust the texture coordinates for a blit frame effect.
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*
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* Be sure to call `resetVertices` once you have finished manipulating the UV coordinates.
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* Be sure to call `resetUVs` once you have finished manipulating the UV coordinates.
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*
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* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#setVerticesFromTarget
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* @method Phaser.Renderer.WebGL.Pipelines.UtilityPipeline#setTargetUVs
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* @since 3.50.0
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*
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* @param {Phaser.Renderer.WebGL.RenderTarget} source - The source Render Target.
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* @param {Phaser.Renderer.WebGL.RenderTarget} target - The target Render Target.
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*/
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setVerticesFromTarget: function (source, target)
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setTargetUVs: function (source, target)
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{
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var diff = (target.height / source.height);
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