fix use gl_FragCoord

This commit is contained in:
Emile Clark-Boman 2026-01-31 11:33:00 +10:00
parent c0d19f102a
commit 9681cc76fa

View file

@ -9,6 +9,7 @@ precision highp float;
#endif #endif
uniform float uTime; uniform float uTime;
/* ==== Text Colouring ==== */ /* ==== Text Colouring ==== */
#define PHOSPHOR_COL vec4(1, 1., 1., 1.) #define PHOSPHOR_COL vec4(1, 1., 1., 1.)
#define BG_COL vec4(0.2, 0.0, 0.2, 0.) #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; * smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
} }
void mainImage(out vec4 fragColor, in vec2 fragCoord) { void mainImage(out vec4 fragColor) {
vec2 uv = vec2(fragCoord.x, iResolution.y - fragCoord.y); vec2 uv = vec2(gl_FragCoord.x, iResolution.y - gl_FragCoord.y);
vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy; vec2 uvT = ROWCOLS * FONT_SIZE * uv / iResolution.xy;
vec2 uvG = floor(ROWCOLS * 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; uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS;
float val; float val;