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authorKelly Rauchenberger <fefferburbia@gmail.com>2018-02-13 23:00:10 -0500
committerKelly Rauchenberger <fefferburbia@gmail.com>2018-02-13 23:00:10 -0500
commit224645d1071c14b4829dbb3ae35870868fcff85a (patch)
treef84f540eee09315eb0a689c523946ffa03f4fea0 /shaders/final.fragment
parent3df19e45e737a1b9395a9a258e3263e444ebedd7 (diff)
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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/final.fragment')
-rw-r--r--shaders/final.fragment4
1 files changed, 2 insertions, 2 deletions
diff --git a/shaders/final.fragment b/shaders/final.fragment index a3ee243..9a39597 100644 --- a/shaders/final.fragment +++ b/shaders/final.fragment
@@ -5,7 +5,7 @@ in vec3 normIn;
5in vec3 camDirIn; 5in vec3 camDirIn;
6in vec3 lightDirIn; 6in vec3 lightDirIn;
7 7
8out vec3 color; 8out vec4 color;
9 9
10uniform sampler2D rendertex; 10uniform sampler2D rendertex;
11uniform sampler2D scanlinestex; 11uniform sampler2D scanlinestex;
@@ -71,5 +71,5 @@ void main()
71 vec4 nearfinal = colorfres + colordiff + colorspec + emissive; 71 vec4 nearfinal = colorfres + colordiff + colorspec + emissive;
72 //vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0, 0), Tuning_Dimming); 72 //vec4 final = nearfinal * mix(vec4(1,1,1,1), vec4(0,0,0, 0), Tuning_Dimming);
73 73
74 color = nearfinal.rgb; 74 color = nearfinal;
75} 75}