fix: change render coordinates
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@@ -21,8 +21,8 @@ uniform float isometricView;
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flat out int pass_color;
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void main(void){
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float x = (position.x - camPos.x + (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((-0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1 - isometricView)) * zoom;
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float x = (position.x - camPos.x - (position.y - camPos.y) * isometricView) / aspectRatio * zoom;
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float y = ((0.5 * (position.x - camPos.x) + 0.5 * (position.y - camPos.y)) * isometricView + (position.y - camPos.y) * (1 - isometricView)) * zoom;
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pass_color = color;
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gl_Position = vec4(x, -y, 0.0, 1.0);
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}
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