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author | Henrique Lacreta Alves <henriquelalves@gmail.com> | 2020-02-02 13:49:16 -0300 |
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committer | GitHub <noreply@github.com> | 2020-02-02 13:49:16 -0300 |
commit | c3515366650c07c061b790bb523613f4eacbaede (patch) | |
tree | f14aeb48fae24a7e2bbae3c37fd46f118f428deb /godot3/ShaderTestScreen.tscn | |
parent | 467e23e5c575b5de2bb3b4130bba10ae085b9493 (diff) | |
parent | fde9a3d9f7f3aed1b152f500388fb22388687c4e (diff) | |
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Merge pull request #5 from RealJTG/master
Wrong coordinates in Godot 3.x CRT shader. Fixes #4
Diffstat (limited to 'godot3/ShaderTestScreen.tscn')
-rw-r--r-- | godot3/ShaderTestScreen.tscn | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/godot3/ShaderTestScreen.tscn b/godot3/ShaderTestScreen.tscn index 5440580..aca9cfd 100644 --- a/godot3/ShaderTestScreen.tscn +++ b/godot3/ShaderTestScreen.tscn @@ -171,8 +171,8 @@ else{ float pixel_size_x = 1.0/screen_width*bleeding_range_x; float pixel_size_y = 1.0/screen_height*bleeding_range_y; -vec4 color_left = texture(SCREEN_TEXTURE,SCREEN_UV - vec2(pixel_size_x, pixel_size_y)); -vec4 current_color = texture(SCREEN_TEXTURE,SCREEN_UV); +vec4 color_left = texture(SCREEN_TEXTURE,xy - vec2(pixel_size_x, pixel_size_y)); +vec4 current_color = texture(SCREEN_TEXTURE,xy); get_color_bleeding(current_color,color_left); vec4 c = current_color+color_left; get_color_scanline(xy,c,TIME); |