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| author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-13 23:00:10 -0500 |
|---|---|---|
| committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-13 23:00:10 -0500 |
| commit | 224645d1071c14b4829dbb3ae35870868fcff85a (patch) | |
| tree | f84f540eee09315eb0a689c523946ffa03f4fea0 /shaders/bloom1.fragment | |
| parent | 3df19e45e737a1b9395a9a258e3263e444ebedd7 (diff) | |
| download | therapy-224645d1071c14b4829dbb3ae35870868fcff85a.tar.gz therapy-224645d1071c14b4829dbb3ae35870868fcff85a.tar.bz2 therapy-224645d1071c14b4829dbb3ae35870868fcff85a.zip | |
Fixed inconsistent rendering failure
The issue appears to have been caused by blending with unset alpha channels. Also included the re-ordered player character sprite image. The CMake file has been updated to include linking against some Apple libraries that are usually already included in GLFW3. refs #1
Diffstat (limited to 'shaders/bloom1.fragment')
| -rw-r--r-- | shaders/bloom1.fragment | 11 |
1 files changed, 6 insertions, 5 deletions
| diff --git a/shaders/bloom1.fragment b/shaders/bloom1.fragment index 0a89ea1..ed9e10d 100644 --- a/shaders/bloom1.fragment +++ b/shaders/bloom1.fragment | |||
| @@ -2,15 +2,16 @@ | |||
| 2 | 2 | ||
| 3 | in vec2 UV; | 3 | in vec2 UV; |
| 4 | 4 | ||
| 5 | out vec3 color; | 5 | out vec4 color; |
| 6 | 6 | ||
| 7 | uniform vec2 offset; | 7 | uniform vec2 offset; |
| 8 | uniform sampler2D inTex; | 8 | uniform sampler2D inTex; |
| 9 | 9 | ||
| 10 | void main() | 10 | void main() |
| 11 | { | 11 | { |
| 12 | color = vec3(0.0); | 12 | vec3 mval = vec3(0.0); |
| 13 | color += (5.0/16.0) * texture(inTex, UV - offset).rgb; | 13 | mval += (5.0/16.0) * texture(inTex, UV - offset).rgb; |
| 14 | color += (6.0/16.0) * texture(inTex, UV).rgb; | 14 | mval += (6.0/16.0) * texture(inTex, UV).rgb; |
| 15 | color += (5.0/16.0) * texture(inTex, UV + offset).rgb; | 15 | mval += (5.0/16.0) * texture(inTex, UV + offset).rgb; |
| 16 | color = vec4(mval, 1.0); | ||
| 16 | } | 17 | } |
