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@@ -5,7 +5,8 @@
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// Vertex shader program
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// Vertex shader program
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-const vsSource = `
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+const vsSource = `precision highp float;
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+
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attribute vec4 position;
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attribute vec4 position;
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attribute vec2 texcoord;
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attribute vec2 texcoord;
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@@ -19,7 +20,7 @@ const vsSource = `
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}
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}
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`;
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`;
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-const fsSource = `
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+const fsSource = `precision highp float;
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varying highp vec2 texcoord_f;
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varying highp vec2 texcoord_f;
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uniform highp vec2 dim;
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uniform highp vec2 dim;
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@@ -132,7 +133,7 @@ const fsSource = `
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ivec2 outcome = decideOutcome(texel, dim);
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ivec2 outcome = decideOutcome(texel, dim);
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- gl_FragColor = vec4(interpolate(texture2D(sampler, texcoord_f), texture2D(sampler, (vec2(outcome)+0.5)/dim), 0.999), 0.0);
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+ gl_FragColor = vec4(interpolate(texture2D(sampler, texcoord_f), texture2D(sampler, (vec2(outcome)+0.5)/dim), 0.99), 1.0);
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}
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}
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else {
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else {
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gl_FragColor = texture2D(sampler, texcoord_f);
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gl_FragColor = texture2D(sampler, texcoord_f);
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