diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index 95f248d69a..eb4685084b 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -891,7 +891,7 @@ void main() #ifdef DITHERTRANS int index = (int(pixelpos.x) % 8) * 8 + int(pixelpos.y) % 8; const float DITHER_THRESHOLDS[64] = - { + float[64]( 1.0 / 65.0, 33.0 / 65.0, 9.0 / 65.0, 41.0 / 65.0, 3.0 / 65.0, 35.0 / 65.0, 11.0 / 65.0, 43.0 / 65.0, 49.0 / 65.0, 17.0 / 65.0, 57.0 / 65.0, 25.0 / 65.0, 51.0 / 65.0, 19.0 / 65.0, 59.0 / 65.0, 27.0 / 65.0, 13.0 / 65.0, 45.0 / 65.0, 5.0 / 65.0, 37.0 / 65.0, 15.0 / 65.0, 47.0 / 65.0, 7.0 / 65.0, 39.0 / 65.0, @@ -900,7 +900,7 @@ void main() 52.0 / 65.0, 20.0 / 65.0, 60.0 / 65.0, 28.0 / 65.0, 50.0 / 65.0, 18.0 / 65.0, 58.0 / 65.0, 26.0 / 65.0, 16.0 / 65.0, 48.0 / 65.0, 8.0 / 65.0, 40.0 / 65.0, 14.0 / 65.0, 46.0 / 65.0, 6.0 / 65.0, 38.0 / 65.0, 64.0 / 65.0, 32.0 / 65.0, 56.0 / 65.0, 24.0 / 65.0, 62.0 / 65.0, 30.0 / 65.0, 54.0 / 65.0, 22.0 /65.0 - }; + ); vec3 fragHSV = rgb2hsv(FragColor.rgb); float brightness = clamp(1.5*fragHSV.z, 0.1, 1.0);