GL: take pixel scaling into account for OSD buttons and text coords
Fixes OSD with Wacky Races and JoJo's Bizarre Adventure
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@ -1197,10 +1197,10 @@ static void DrawButton(float* xy, u32 state)
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vtx.z=1;
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vtx.z=1;
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float x=xy[0];
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float x = xy[0] * scale_x;
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float y=xy[1];
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float y = xy[1] * scale_y;
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float w=xy[2];
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float w = xy[2] * scale_x;
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float h=xy[3];
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float h = xy[3] * scale_y;
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vtx.col[0]=vtx.col[1]=vtx.col[2]=(0x7F-0x40*state/255)*vjoy_pos[13][0];
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vtx.col[0]=vtx.col[1]=vtx.col[2]=(0x7F-0x40*state/255)*vjoy_pos[13][0];
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@ -1294,12 +1294,12 @@ static void DrawRightedText(float yy, float scale, int transparency, const char*
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vtx.z=1;
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vtx.z=1;
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float w=float(strlen(text)*14)*scale;
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float w = float(strlen(text) * 14) * scale * scale_x;
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float x = 320 + 240 * screen_width / screen_height - w;
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float x = (ShaderUniforms.scale_coefs[2] + 1) / ShaderUniforms.scale_coefs[0] - w;
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float y=yy;
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float y = yy * scale_y;
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float h=16.0f*scale;
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float h = 16.0f * scale * scale_y;
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w=14.0f*scale;
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w = 14.0f * scale * scale_x;
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float step=32.0f/512.0f;
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float step=32.0f/512.0f;
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float step2=4.0f/512.0f;
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float step2=4.0f/512.0f;
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