From 224645d1071c14b4829dbb3ae35870868fcff85a Mon Sep 17 00:00:00 2001
From: Kelly Rauchenberger <fefferburbia@gmail.com>
Date: Tue, 13 Feb 2018 23:00:10 -0500
Subject: Fixed inconsistent rendering failure

The issue appears to have been caused by blending with unset alpha channels.

Also included the re-ordered player character sprite image.

The CMake file has been updated to include linking against some Apple libraries that are usually already included in GLFW3.

refs #1
---
 shaders/ntsc.fragment | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

(limited to 'shaders/ntsc.fragment')

diff --git a/shaders/ntsc.fragment b/shaders/ntsc.fragment
index 56fb1c4..d6ae904 100644
--- a/shaders/ntsc.fragment
+++ b/shaders/ntsc.fragment
@@ -2,7 +2,7 @@
 
 in vec2 UV;
 
-out vec3 color;
+out vec4 color;
 
 uniform sampler2D curFrameSampler;
 uniform sampler2D NTSCArtifactSampler;
@@ -61,5 +61,5 @@ void main()
   Cur_Local = clamp(Cur_Local + (offset * Tuning_Sharp * mix(vec4(1,1,1,1), NTSCArtifact, Tuning_NTSC)), vec4(0,0,0,0), vec4(1,1,1,1));
   Cur_Local = clamp(max(Cur_Local, Tuning_Persistence * (1.0 / (1.0 + (2.0 * Tuning_Bleed))) * (Prev_Local + ((Prev_Left + Prev_Right) * Tuning_Bleed))), vec4(0,0,0,0), vec4(1,1,1,1));
   
-  color = Cur_Local.xyz;
+  color = vec4(Cur_Local.rgb, 1.0);
 }
-- 
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