fix(retro): CRT vertex shader failed to compile, rendering the 3D canvas black
vec4(position, 0.0, 1.0) passes a vec3 plus two floats into a vec4 - five components into four. Invalid GLSL ES on both WebGL 1 and 2: THREE.WebGLProgram: Shader Error 0 - VALIDATE_STATUS false ERROR: 0:71: 'constructor' : too many arguments The whole post-processing pass failed and the game canvas read back as one colour, 0/64000 non-black pixels. position.xy is the vec2 the fullscreen quad needs. Verified headlessly with SwiftShader: 55-143 distinct colours, 63750/64000 lit pixels, no shader errors, scene hash changes after throttle + pitch.
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@@ -26,7 +26,7 @@ export class RetroEffect {
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varying vec2 vUv;
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varying vec2 vUv;
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void main() {
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void main() {
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vUv = uv;
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vUv = uv;
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gl_Position = vec4(position, 0.0, 1.0);
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gl_Position = vec4(position.xy, 0.0, 1.0);
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}
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}
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`,
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`,
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fragmentShader: `
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fragmentShader: `
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