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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/final.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/final.fragment')
-rw-r--r-- | shaders/final.fragment | 4 |
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; | |||
5 | in vec3 camDirIn; | 5 | in vec3 camDirIn; |
6 | in vec3 lightDirIn; | 6 | in vec3 lightDirIn; |
7 | 7 | ||
8 | out vec3 color; | 8 | out vec4 color; |
9 | 9 | ||
10 | uniform sampler2D rendertex; | 10 | uniform sampler2D rendertex; |
11 | uniform sampler2D scanlinestex; | 11 | uniform 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 | } |