diff --git a/www/shaders/segfault.glsl b/www/shaders/segfault.glsl index 78e9766..358708b 100644 --- a/www/shaders/segfault.glsl +++ b/www/shaders/segfault.glsl @@ -357,13 +357,13 @@ float bloom(vec2 uv2) { * smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5; } -void main() { +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.xy / uResolution; + vec2 uvC = gl_FragCoord/uResolution.xy; - vec2 uvNoise = uvC; + vec2 uvNoise = gl_FragCoord.xy / uResolution.xy; uvNoise = ceil(uvNoise * ROWCOLS) / ROWCOLS; float val; @@ -381,6 +381,6 @@ void main() { val = pow(18.0, val) - 1.0; // TODO: try changing 18.0 to 200.0 and you'll notice some pretty changes :) } - gl_FragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL; + fragColor = vt220Font(uvT - uvG * FONT_SIZE, val) * PHOSPHOR_COL + BG_COL; }