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	Fix masking issue with new burn in.
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		| @@ -114,7 +114,7 @@ Loader { | ||||
|                 "void main() { | ||||
|                     vec2 coords = qt_TexCoord0; | ||||
|  | ||||
|                     vec3 txtColor = texture2D(txt_source, coords).rgb * 0.5; | ||||
|                     vec3 txtColor = texture2D(txt_source, coords).rgb; | ||||
|                     vec4 accColor = texture2D(burnInSource, coords); | ||||
|  | ||||
|                     float prevMask = accColor.a; | ||||
| @@ -124,7 +124,7 @@ Loader { | ||||
|                     vec3 blurColor = accColor.rgb - vec3(blurDecay); | ||||
|  | ||||
|                     blurColor = clamp(blurColor, vec3(0.0), vec3(1.0)); | ||||
|                     vec3 color = max(blurColor, txtColor); | ||||
|                     vec3 color = max(blurColor, txtColor * 0.5); | ||||
|  | ||||
|                     gl_FragColor = vec4(color, currMask); | ||||
|                 } | ||||
|   | ||||
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