From 224645d1071c14b4829dbb3ae35870868fcff85a Mon Sep 17 00:00:00 2001 From: Kelly Rauchenberger 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); } -- cgit 1.4.1