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author | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-13 23:00:10 -0500 |
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committer | Kelly Rauchenberger <fefferburbia@gmail.com> | 2018-02-13 23:00:10 -0500 |
commit | 224645d1071c14b4829dbb3ae35870868fcff85a (patch) | |
tree | f84f540eee09315eb0a689c523946ffa03f4fea0 /shaders/bloom2.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/bloom2.fragment')
-rw-r--r-- | shaders/bloom2.fragment | 26 |
1 files changed, 14 insertions, 12 deletions
diff --git a/shaders/bloom2.fragment b/shaders/bloom2.fragment index 4c50e86..6723c2c 100644 --- a/shaders/bloom2.fragment +++ b/shaders/bloom2.fragment | |||
@@ -2,7 +2,7 @@ | |||
2 | 2 | ||
3 | in vec2 UV; | 3 | in vec2 UV; |
4 | 4 | ||
5 | out vec3 color; | 5 | out vec4 color; |
6 | 6 | ||
7 | uniform sampler2D clearTex; | 7 | uniform sampler2D clearTex; |
8 | uniform sampler2D blurTex; | 8 | uniform sampler2D blurTex; |
@@ -15,19 +15,21 @@ float nrand(vec2 n) | |||
15 | 15 | ||
16 | void main() | 16 | void main() |
17 | { | 17 | { |
18 | color = vec3(0.0); | 18 | vec3 mval = vec3(0.0); |
19 | color += texture(clearTex, UV).rgb / 2.0; | 19 | mval += texture(clearTex, UV).rgb / 2.0; |
20 | color += texture(blurTex, UV).rgb; | 20 | mval += texture(blurTex, UV).rgb; |
21 | color = max(vec3(0.0), color - 0.5); | 21 | mval = max(vec3(0.0), mval - 0.5); |
22 | color *= color; | 22 | mval *= mval; |
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 | //mval *= flicker; |
29 | color *= mix(vec3(0.0), color, flicker); | 29 | mval *= mix(vec3(0.0), mval, flicker); |
30 | 30 | ||
31 | color += texture(clearTex, UV).rgb; | 31 | mval += texture(clearTex, UV).rgb; |
32 | color = clamp(color, vec3(0.0), vec3(1.0)); | 32 | mval = clamp(mval, vec3(0.0), vec3(1.0)); |
33 | |||
34 | color = vec4(mval, 1.0); | ||
33 | } | 35 | } |