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authorSquall Leonhart <danialhorton@hotmail.com>2023-10-07 09:28:09 +0200
committerGitHub <noreply@github.com>2023-10-07 09:28:09 +0200
commit51b89fddd00c5b02c08bfecb3650bd607c6c7794 (patch)
tree8ba864f0613778054753002b0c9036cd04da0d5f
parentlets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white (diff)
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-rw-r--r--src/video_core/host_shaders/convert_d32f_to_abgr8.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/convert_d32f_to_abgr8.frag b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
index 6072cbd1b..04cfef8b5 100644
--- a/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
@@ -10,5 +10,5 @@ layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
float depth = textureLod(depth_tex, coord, 0).r;
- color = vec4(depth, depth*depth, sqrt(depth), 1.0); // Convert depth to color
+ color = vec4(depth, depth, depth, 1.0);
}