mirror of
https://github.com/Relintai/pandemonium_engine.git
synced 2024-11-22 00:48:09 +01:00
Fix fragcolor write locations in scene shaders
This commit is contained in:
parent
f033baee93
commit
8a8c4c7982
@ -2330,6 +2330,12 @@ FRAGMENT_SHADER_CODE
|
||||
frag_color.rgb = mix(pow((frag_color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), frag_color.rgb * (1.0 / 12.92), vec3(lessThan(frag_color.rgb, vec3(0.04045))));
|
||||
#endif
|
||||
|
||||
// Write to the final output once and only once.
|
||||
// Use a temporary in the rest of the shader.
|
||||
// This is for drivers that have a performance drop
|
||||
// when the output is read during the shader.
|
||||
gl_FragColor = frag_color;
|
||||
|
||||
#else // not RENDER_DEPTH
|
||||
//depth render
|
||||
#ifdef USE_RGBA_SHADOWS
|
||||
@ -2337,10 +2343,8 @@ FRAGMENT_SHADER_CODE
|
||||
highp float depth = ((position_interp.z / position_interp.w) + 1.0) * 0.5 + 0.0; // bias
|
||||
highp vec4 comp = fract(depth * vec4(255.0 * 255.0 * 255.0, 255.0 * 255.0, 255.0, 1.0));
|
||||
comp -= comp.xxyz * vec4(0.0, 1.0 / 255.0, 1.0 / 255.0, 1.0 / 255.0);
|
||||
frag_color = comp;
|
||||
gl_FragColor = comp;
|
||||
|
||||
#endif
|
||||
#endif
|
||||
|
||||
gl_FragColor = frag_color;
|
||||
}
|
||||
|
Loading…
Reference in New Issue
Block a user