diff --git a/resources/00-taisei.pkgdir/shader/powersurge_effect.frag.glsl b/resources/00-taisei.pkgdir/shader/powersurge_effect.frag.glsl index 87f83aa4b0..c78504fe57 100644 --- a/resources/00-taisei.pkgdir/shader/powersurge_effect.frag.glsl +++ b/resources/00-taisei.pkgdir/shader/powersurge_effect.frag.glsl @@ -29,9 +29,7 @@ vec4 colormap(vec4 c) { void main(void) { vec2 uv = texCoord; - vec2 gradX = dFdx(uv); - vec2 gradY = dFdy(uv); - vec4 c = textureGrad(shotlayer, uv, gradX, gradY); + vec4 c = texture(shotlayer, uv); #ifdef ENABLE_ALPHA_CULLING if(all(lessThan(c, vec4(1.0 / 255.0)))) { @@ -49,9 +47,9 @@ void main(void) { vec4 m = vec4(vec3(0), 1); float t = (time + c.a * 0.2) * 0.1 + 92.123431 + fwidth(c.a); - m.rgb += textureGrad(flowlayer, uv + 0.0524 * vec2(3.123*sin(t*1.632), t*36.345), gradX, gradY).rgb; - m.rgb += textureGrad(flowlayer, uv + 0.0531 * vec2(t*13.624, -t*49.851), gradX, gradY).rgb; - m.rgb += textureGrad(flowlayer, uv + 0.0543 * vec2(-t*12.931, -t*24.341), gradX, gradY).rgb; + m.rgb += texture(flowlayer, uv + 0.0524 * vec2(3.123*sin(t*1.632), t*36.345)).rgb; + m.rgb += texture(flowlayer, uv + 0.0531 * vec2(t*13.624, -t*49.851)).rgb; + m.rgb += texture(flowlayer, uv + 0.0543 * vec2(-t*12.931, -t*24.341)).rgb; m.rgb = hueShift(clamp(m.rgb / 2.5, 0, 1), time * 0.1 + uv.y);