diff --git a/www/shaders/segfault.glsl b/www/shaders/segfault.glsl index cd0474d..e252f18 100644 --- a/www/shaders/segfault.glsl +++ b/www/shaders/segfault.glsl @@ -9,6 +9,7 @@ precision highp float; #endif uniform float uTime; + /* ==== Text Colouring ==== */ #define PHOSPHOR_COL vec4(1, 1., 1., 1.) #define BG_COL vec4(0.2, 0.0, 0.2, 0.) @@ -355,13 +356,13 @@ float bloom(vec2 uv2) { * smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5; } -void mainImage(out vec4 fragColor, in vec2 fragCoord) { - vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y); +void mainImage(out vec4 fragColor) { + vec2 uv = vec2(gl_FragCoord.x, iResolution.y - gl_FragCoord.y); vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy; vec2 uvG = floor(ROWCOLS * uv / iResolution.xy); - vec2 uvC = fragCoord/iResolution.xy; + vec2 uvC = gl_FragCoord/iResolution.xy; - vec2 uvNoise = fragCoord.xy / iResolution.xy; + vec2 uvNoise = gl_FragCoord.xy / iResolution.xy; uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS; float val;