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

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@ -74,13 +74,13 @@ 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 = 2) uniform sampler2D Source; 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() void main()
{ {
//sample all the relevant textures //sample all the relevant textures
vec4 foreground = texture(PASS1, vTexCoord - screen_offset); vec4 foreground = texture(PassOutput1, vTexCoord - screen_offset);
vec4 background = vec4(0.5); vec4 background = vec4(0.5); //hardcoded value rather than LUT
vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset)); vec4 shadows = texture(Source, vTexCoord - (shadow_offset + screen_offset));
vec4 background_color = bg_color; vec4 background_color = bg_color;