G
George Gates
Guest
https://marketplace.yoyogames.com/assets/701/crt-pixel-shader
how exactly would I get this code to work for fullscreen or views..
when I'm not in full screen it's fine, when I go into fullscreen it puts a border around the box like this:
if anyone knows how to modify the codes to get it to work in full screen or just draw the effect over the screen let me know...
here's the codes:
Shader:
attribute vec3 in_Position;
attribute vec4 in_Colour;
attribute vec2 in_TextureCoord;
varying vec2 v_vTexcoord;
void main()
{
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4(in_Position, 1.0);
v_vTexcoord = in_TextureCoord;
}
Object:
- Create:
draw_set_font(font0);
application_surface_draw_enable(false);
crt_surface_scale = 3;
crt_surface_width = view_wview[0] * crt_surface_scale;
crt_surface_height = view_hview[0] * crt_surface_scale;
surface_width = view_wview[0];
surface_height = view_hview[0];
uni_crt_sizes = shader_get_uniform(sh_CRT_HTML5, "u_crt_sizes");
distortion = shader_get_uniform(sh_CRT_HTML5, "distortion");
var_distortion_ammount = 0.01;
surface_resize(application_surface, surface_width, surface_height)
- Draw:
shader_set(sh_CRT_HTML5);
shader_set_uniform_f(uni_crt_sizes, surface_width, surface_height,crt_surface_width, crt_surface_height);
shader_set_uniform_f(distortion, var_distortion_ammount);
draw_surface_part_ext(application_surface, 0, 0, view_wview[0], view_hview[0], 0, 0, crt_surface_scale, crt_surface_scale, c_white, 1);
shader_reset();
how exactly would I get this code to work for fullscreen or views..
when I'm not in full screen it's fine, when I go into fullscreen it puts a border around the box like this:
if anyone knows how to modify the codes to get it to work in full screen or just draw the effect over the screen let me know...
here's the codes:
Shader:
attribute vec3 in_Position;
attribute vec4 in_Colour;
attribute vec2 in_TextureCoord;
varying vec2 v_vTexcoord;
void main()
{
gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * vec4(in_Position, 1.0);
v_vTexcoord = in_TextureCoord;
}
Object:
- Create:
draw_set_font(font0);
application_surface_draw_enable(false);
crt_surface_scale = 3;
crt_surface_width = view_wview[0] * crt_surface_scale;
crt_surface_height = view_hview[0] * crt_surface_scale;
surface_width = view_wview[0];
surface_height = view_hview[0];
uni_crt_sizes = shader_get_uniform(sh_CRT_HTML5, "u_crt_sizes");
distortion = shader_get_uniform(sh_CRT_HTML5, "distortion");
var_distortion_ammount = 0.01;
surface_resize(application_surface, surface_width, surface_height)
- Draw:
shader_set(sh_CRT_HTML5);
shader_set_uniform_f(uni_crt_sizes, surface_width, surface_height,crt_surface_width, crt_surface_height);
shader_set_uniform_f(distortion, var_distortion_ammount);
draw_surface_part_ext(application_surface, 0, 0, view_wview[0], view_hview[0], 0, 0, crt_surface_scale, crt_surface_scale, c_white, 1);
shader_reset();