Blur behind buttons/sprites should now be working as intended.
This commit is contained in:
@@ -1,14 +1,15 @@
|
||||
#version 430
|
||||
|
||||
uniform sampler2D Texture0;
|
||||
uniform sampler2D Texture1;
|
||||
layout (binding = 0) uniform sampler2D Texture0;
|
||||
layout (binding = 1)uniform sampler2D Texture1;
|
||||
|
||||
|
||||
in VertexData{
|
||||
vec2 TextureCoordinate;
|
||||
}Input;
|
||||
|
||||
out vec4 fragmentColor;
|
||||
out vec4 sceneColor;
|
||||
out vec4 bloomColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
@@ -17,9 +18,14 @@ void main()
|
||||
float texel1_total = (texel1.r + texel1.g + texel1.b) * texel1.a;
|
||||
texel1_total = ceil(clamp(texel1_total, 0, 1));
|
||||
|
||||
vec4 final = texel0 * texel1_total + texel1 * (1 - texel1_total);
|
||||
vec4 result0 = texel0 * (1.0 - texel1_total);
|
||||
vec4 result1 = texel1 * texel1_total;
|
||||
|
||||
//vec4 final = texel1 * texel1_total + texel0 * (1.0 - texel1_total);
|
||||
//float res = 1.0 - texel1_total;
|
||||
//vec4 final = vec4(texel1_total, texel1_total, texel1_total, 1.0);
|
||||
fragmentColor = final;
|
||||
sceneColor = result1;
|
||||
bloomColor = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user