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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-04 21:57:24 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-04 21:57:24 -0500 |
commit | 1e8de01d3704c584e43e1b84947487c2aaddb7d7 (patch) | |
tree | 44daec2c6cadacd2a2f66bcbf05e2dabbab83a54 /shaders/bloom2.fragment | |
parent | 51971f4d3b08e9e0835e3e11d50e8c27672a25aa (diff) | |
download | therapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.tar.gz therapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.tar.bz2 therapy-1e8de01d3704c584e43e1b84947487c2aaddb7d7.zip |
Made some fixes to rendering I guess
This is pretty old so I'm not exactly sure what it does but without it, the monitor gets rendered upside down.
Diffstat (limited to 'shaders/bloom2.fragment')
-rw-r--r-- | shaders/bloom2.fragment | 12 |
1 files changed, 6 insertions, 6 deletions
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index da44ea1..4c50e86 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment | |||
@@ -16,18 +16,18 @@ float nrand(vec2 n) | |||
16 | void main() | 16 | void main() |
17 | { | 17 | { |
18 | color = vec3(0.0); | 18 | color = vec3(0.0); |
19 | //color += texture(tex2, UV).rgb / 2.0; | 19 | color += texture(clearTex, UV).rgb / 2.0; |
20 | color += texture(blurTex, UV).rgb; | 20 | color += texture(blurTex, UV).rgb; |
21 | color = max(vec3(0.0), color - 0.5); | 21 | color = max(vec3(0.0), color - 0.5); |
22 | //color *= color; | 22 | color *= color; |
23 | 23 | ||
24 | //float flicker = 0.5 + nrand(vec2(iGlobalTime)); | 24 | float flicker = 0.5 + nrand(vec2(iGlobalTime)); |
25 | //flicker *= (flicker); | 25 | flicker *= (flicker); |
26 | //flicker = sqrt(flicker); | 26 | //flicker = sqrt(flicker); |
27 | //flicker = pow(flicker, 1.0/8.0); | 27 | //flicker = pow(flicker, 1.0/8.0); |
28 | //color *= flicker; | 28 | //color *= flicker; |
29 | //color *= mix(vec3(0.0), color, flicker); | 29 | color *= mix(vec3(0.0), color, flicker); |
30 | 30 | ||
31 | color += texture(clearTex, UV).rgb; | 31 | color += texture(clearTex, UV).rgb; |
32 | //color = clamp(color, vec3(0.0), vec3(1.0)); | 32 | color = clamp(color, vec3(0.0), vec3(1.0)); |
33 | } | 33 | } |