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https://git.code.sf.net/p/quake/quakeforge
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befb3ca31b
This takes care of the nans that got into the output buffer resulting is weird holes in any overlays.
28 lines
781 B
GLSL
28 lines
781 B
GLSL
#version 450
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#extension GL_GOOGLE_include_directive : enable
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#extension GL_EXT_multiview : enable
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#define OIT_SET 1
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#include "oit_blend.finc"
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layout (input_attachment_index = 0, set = 0, binding = 0) uniform subpassInput color;
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layout (input_attachment_index = 1, set = 0, binding = 1) uniform subpassInput light;
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layout (input_attachment_index = 2, set = 0, binding = 2) uniform subpassInput emission;
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layout (location = 0) out vec4 frag_color;
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void
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main (void)
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{
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vec3 c;
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vec3 l;
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vec3 e;
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vec3 o;
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c = subpassLoad (color).rgb;
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l = subpassLoad (light).rgb;
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e = subpassLoad (emission).rgb;
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o = max(BlendFrags (vec4 (c * l + e, 1)).xyz, vec3(0));
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o = pow (o, vec3(0.83));//FIXME make gamma correction configurable
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frag_color = vec4 (o, 1);
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}
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