couple of changes related to previous pass

currently broken but whatever
This commit is contained in:
hizzlekizzle 2016-07-21 08:42:22 -05:00 committed by GitHub
parent 762dfe1cb5
commit 354d0b8b43

View file

@ -92,7 +92,7 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel; layout(location = 1) in vec2 texel;
layout(location = 0) out vec4 FragColor; layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 1) uniform sampler2D Source; layout(set = 0, binding = 1) uniform sampler2D Source;
layout(set = 0, binding = 2) uniform sampler2D PassOutput2; layout(set = 0, binding = 2) uniform sampler2D PassOutput1;
//#define bg_color tex2D(COLOR_PALETTE, vec2(0.25, 0.5)) //#define bg_color tex2D(COLOR_PALETTE, vec2(0.25, 0.5))
#define bg_color vec4(0.625, 0.664, 0.25, 0.5) #define bg_color vec4(0.625, 0.664, 0.25, 0.5)
@ -116,9 +116,9 @@ void main()
tex = (tex + 0.5) * global.PassOutputSize1.zw; tex = (tex + 0.5) * global.PassOutputSize1.zw;
// Sample all the relevant textures // Sample all the relevant textures
vec4 foreground = texture(PassOutput2, tex - screen_offset); vec4 foreground = texture(PassOutput1, tex - screen_offset);
vec4 background = vec4(0.5); // Hardcoded value rather than LUT vec4 background = vec4(0.5); // Hardcoded value rather than LUT
vec4 shadows = texture(Source, tex - (shadow_offset + screen_offset)); vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
vec4 background_color = bg_color; vec4 background_color = bg_color;
// Foreground and background are blended with the background color // Foreground and background are blended with the background color