Compare commits

...

3 commits

Author SHA1 Message Date
daa51a24fd use gl_FragColor
WARNING: TODO: gl_FragColor is deprecated
2026-01-31 11:46:18 +10:00
3d6c1bf630 fix missing main() 2026-01-31 11:45:33 +10:00
abca0edae5 remove duplicate uv calc 2026-01-31 11:45:29 +10:00

View file

@ -357,13 +357,13 @@ float bloom(vec2 uv2) {
* smoothstep(0., -SMOOTH*20., stdRS(uvC, -0.02)) * 0.5;
}
void mainImage(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);
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;
@ -381,6 +381,6 @@ void mainImage(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;
}