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	Avoid border artifacts on burn in effect.
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		| @@ -298,7 +298,6 @@ ShaderEffect { | ||||
|                 color += randomPass(coords * virtual_resolution) * glowingLine;" : "") + | ||||
|  | ||||
|             "vec3 txt_color = texture2D(source, txt_coords).rgb;" + | ||||
|             "txt_color *= min2(step(vec2(0.0), staticCoords) - step(vec2(1.0), staticCoords));" + | ||||
|  | ||||
|             (rbgShift !== 0 ? " | ||||
|                 vec2 displacement = vec2(12.0, 0.0) * rbgShift * (0.6 * constantNoise.r + 0.4); | ||||
| @@ -315,6 +314,7 @@ ShaderEffect { | ||||
|                 txt_color = max(txt_color, 0.5 * (txt_blur.rgb - vec3(blurDecay)));" | ||||
|             : "") + | ||||
|  | ||||
|              "txt_color *= min2(step(vec2(0.0), staticCoords) - step(vec2(1.0), staticCoords));" + | ||||
|              "txt_color *= getScanlineIntensity(coords);" + | ||||
|  | ||||
|              "txt_color += fontColor.rgb * color;" + | ||||
|   | ||||
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