fix use gl_FragCoord
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c0d19f102a
commit
9681cc76fa
1 changed files with 5 additions and 4 deletions
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@ -9,6 +9,7 @@ precision highp float;
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#endif
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#endif
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uniform float uTime;
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uniform float uTime;
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/* ==== Text Colouring ==== */
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/* ==== Text Colouring ==== */
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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#define PHOSPHOR_COL vec4(1, 1., 1., 1.)
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#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
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#define BG_COL vec4(0.2, 0.0, 0.2, 0.)
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@ -355,13 +356,13 @@ float bloom(vec2 uv2) {
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* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
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* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
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}
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}
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void mainImage(out vec4 fragColor, in vec2 fragCoord) {
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void mainImage(out vec4 fragColor) {
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vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y);
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vec2 uv = vec2(gl_FragCoord.x, iResolution.y - gl_FragCoord.y);
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vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
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vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
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vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);
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vec2 uvG = floor(ROWCOLS * uv / iResolution.xy);
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vec2 uvC = fragCoord/iResolution.xy;
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vec2 uvC = gl_FragCoord/iResolution.xy;
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vec2 uvNoise = fragCoord.xy / iResolution.xy;
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vec2 uvNoise = gl_FragCoord.xy / iResolution.xy;
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uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
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float val;
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float val;
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