diff --git a/handheld/gameboy/shader-files/gb-pass4.slang b/handheld/gameboy/shader-files/gb-pass4.slang index e2bab35..d99dbb7 100644 --- a/handheld/gameboy/shader-files/gb-pass4.slang +++ b/handheld/gameboy/shader-files/gb-pass4.slang @@ -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); -} \ No newline at end of file +}