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https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 00:01:31 +11:00
couple of changes related to previous pass
currently broken but whatever
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@ -92,7 +92,7 @@ layout(location = 0) in vec2 vTexCoord;
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layout(location = 1) in vec2 texel;
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layout(location = 1) in vec2 texel;
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layout(location = 0) out vec4 FragColor;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 1) uniform sampler2D Source;
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layout(set = 0, binding = 2) uniform sampler2D PassOutput2;
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layout(set = 0, binding = 2) uniform sampler2D PassOutput1;
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//#define bg_color tex2D(COLOR_PALETTE, vec2(0.25, 0.5))
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//#define bg_color tex2D(COLOR_PALETTE, vec2(0.25, 0.5))
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#define bg_color vec4(0.625, 0.664, 0.25, 0.5)
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#define bg_color vec4(0.625, 0.664, 0.25, 0.5)
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@ -116,9 +116,9 @@ void main()
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tex = (tex + 0.5) * global.PassOutputSize1.zw;
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tex = (tex + 0.5) * global.PassOutputSize1.zw;
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// Sample all the relevant textures
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// Sample all the relevant textures
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vec4 foreground = texture(PassOutput2, tex - screen_offset);
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vec4 foreground = texture(PassOutput1, tex - screen_offset);
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vec4 background = vec4(0.5); // Hardcoded value rather than LUT
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vec4 background = vec4(0.5); // Hardcoded value rather than LUT
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vec4 shadows = texture(Source, tex - (shadow_offset + screen_offset));
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vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
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vec4 background_color = bg_color;
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vec4 background_color = bg_color;
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// Foreground and background are blended with the background color
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// Foreground and background are blended with the background color
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