access pass 1 correctly

This commit is contained in:
hizzlekizzle 2016-07-19 19:52:03 -05:00 committed by GitHub
parent c1de320e4e
commit 9c30c6dc03

View file

@ -74,13 +74,13 @@ layout(location = 0) in vec2 vTexCoord;
layout(location = 1) in vec2 texel;
layout(location = 0) out vec4 FragColor;
layout(set = 0, binding = 2) uniform sampler2D Source;
layout(set = 0, binding = 3) uniform sampler2D PASS1;
layout(set = 0, binding = 3) uniform sampler2D PassOutput1;
void main()
{
//sample all the relevant textures
vec4 foreground = texture(PASS1, vTexCoord - screen_offset);
vec4 background = vec4(0.5);
vec4 foreground = texture(PassOutput1, vTexCoord - screen_offset);
vec4 background = vec4(0.5); //hardcoded value rather than LUT
vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
vec4 background_color = bg_color;
@ -103,4 +103,4 @@ vec4 background_color = bg_color;
out_color = (foreground * foreground.a * contrast) + (out_color * (screen_light - foreground.a * contrast * pixel_opacity));
FragColor = vec4(out_color);
}
}