From abca0edae52c092f515d1a7558aff98024bc4649 Mon Sep 17 00:00:00 2001 From: Emile Clark-Boman Date: Sat, 31 Jan 2026 11:45:29 +1000 Subject: [PATCH 1/3] remove duplicate uv calc --- www/shaders/segfault.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/www/shaders/segfault.glsl b/www/shaders/segfault.glsl index 358708b..012237c 100644 --- a/www/shaders/segfault.glsl +++ b/www/shaders/segfault.glsl @@ -361,9 +361,9 @@ void mainImage(out vec4 fragColor) { vec2 uv = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y); vec2 uvT = ROWCOLS * FONT_SIZE * uv / uResolution.xy; vec2 uvG = floor(ROWCOLS * uv / uResolution.xy); - vec2 uvC = gl_FragCoord/uResolution.xy; + vec2 uvC = gl_FragCoord.xy / uResolution; - vec2 uvNoise = gl_FragCoord.xy / uResolution.xy; + vec2 uvNoise = uvC; uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS; float val; From 3d6c1bf6302961771d28c308798a45f151038ad2 Mon Sep 17 00:00:00 2001 From: Emile Clark-Boman Date: Sat, 31 Jan 2026 11:45:33 +1000 Subject: [PATCH 2/3] fix missing main() --- www/shaders/segfault.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/www/shaders/segfault.glsl b/www/shaders/segfault.glsl index 012237c..c8952c7 100644 --- a/www/shaders/segfault.glsl +++ b/www/shaders/segfault.glsl @@ -357,7 +357,7 @@ float bloom(vec2 uv2) { * smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5; } -void mainImage(out vec4 fragColor) { +void main(out vec4 fragColor) { vec2 uv = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y); vec2 uvT = ROWCOLS * FONT_SIZE * uv / uResolution.xy; vec2 uvG = floor(ROWCOLS * uv / uResolution.xy); From daa51a24fdb9d500808ab778f3d1e783c65b72b2 Mon Sep 17 00:00:00 2001 From: Emile Clark-Boman Date: Sat, 31 Jan 2026 11:46:18 +1000 Subject: [PATCH 3/3] use gl_FragColor WARNING: TODO: gl_FragColor is deprecated --- www/shaders/segfault.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/www/shaders/segfault.glsl b/www/shaders/segfault.glsl index c8952c7..78e9766 100644 --- a/www/shaders/segfault.glsl +++ b/www/shaders/segfault.glsl @@ -357,7 +357,7 @@ float bloom(vec2 uv2) { * smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5; } -void main(out vec4 fragColor) { +void main() { vec2 uv = vec2(gl_FragCoord.x, uResolution.y - gl_FragCoord.y); vec2 uvT = ROWCOLS * FONT_SIZE * uv / uResolution.xy; vec2 uvG = floor(ROWCOLS * uv / uResolution.xy); @@ -381,6 +381,6 @@ void main(out vec4 fragColor) { val = pow(18.0, val) - 1.0; // TODO: try changing 18.0 to 200.0 and you'll notice some pretty changes :) } - fragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL; + gl_FragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL; }