fix: target with shader rendering y-axis inversion
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+2
-2
@@ -49,8 +49,8 @@ Vector2 GetDirectionVector(void){
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Vector2 vector = {.x = 0.0f, .y = 0.0f};
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if (IsKeyDown(KEY_RIGHT) || IsKeyDown(KEY_D)){vector.x += 1.0f; }
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if (IsKeyDown(KEY_LEFT) || IsKeyDown(KEY_A)){ vector.x -= 1.0f; }
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y += 1.0f; }
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y -= 1.0f; }
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if (IsKeyDown(KEY_UP) || IsKeyDown(KEY_W)){ vector.y -= 1.0f; }
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if (IsKeyDown(KEY_DOWN) || IsKeyDown(KEY_S)){ vector.y += 1.0f; }
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if (Vector2Length(vector) > 0.0f) {vector = Vector2Normalize(vector); }
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return vector;
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}
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+1
-1
@@ -34,7 +34,7 @@ void UpdatePostFX(PostProcessing *postFX){
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void RenderPostFX(PostProcessing *postFX, RenderTexture2D *target){
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BeginShaderMode(postFX->shader);
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DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, target->texture.height }, (Vector2){ 0, 0 }, WHITE);
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DrawTextureRec(target->texture, (Rectangle){ 0, 0, target->texture.width, -target->texture.height }, (Vector2){ 0, 0 }, WHITE);
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EndShaderMode();
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}
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