diff --git a/engine/shaders/glsl/postproc_ascii.glsl b/engine/shaders/glsl/postproc_ascii.glsl index 26edf6770..ff917a91d 100644 --- a/engine/shaders/glsl/postproc_ascii.glsl +++ b/engine/shaders/glsl/postproc_ascii.glsl @@ -34,7 +34,7 @@ void main(void) float gray = 0.3 * col.r + 0.59 * col.g + 0.11 * col.b; - if (r_glsl_ascii_mono != 0.0) + if (float(r_glsl_ascii_mono) != 0.0) gray = gray = pow(gray, 0.7); //quake is just too dark otherwise. else gray = gray = pow(gray, 0.45); //col*char is FAR too dark otherwise, and much of the colour will come from the col term anyway. @@ -50,7 +50,7 @@ void main(void) if (gray > 0.8) n = 11512810.0; // # vec2 p = mod(uv/4.0, 2.0) - vec2(1.0); - if (r_glsl_ascii_mono != 0.0) + if (float(r_glsl_ascii_mono) != 0.0) col = vec3(character(n, p)); else col = col*character(n, p); //note that this is kinda cheating.