Working scale and zoom
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-1
@@ -6,6 +6,7 @@ attribute vec2 qt_MultiTexCoord0;
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varying vec2 qt_TexCoord0;
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uniform vec2 viewport;
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uniform vec2 offset;
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uniform float zoom;
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void main(void)
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{
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@@ -13,5 +14,5 @@ void main(void)
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vec2 scale = viewport / texSize;
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vec2 offsetRel = offset / texSize;
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gl_Position = vec4(qt_Vertex, 0.0, 1.0);
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qt_TexCoord0 = qt_MultiTexCoord0 * scale + offsetRel;
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qt_TexCoord0 = (qt_MultiTexCoord0 * scale + offsetRel) * zoom;
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}
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