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author | Squall Leonhart <danialhorton@hotmail.com> | 2023-10-07 09:28:09 +0200 |
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committer | GitHub <noreply@github.com> | 2023-10-07 09:28:09 +0200 |
commit | 51b89fddd00c5b02c08bfecb3650bd607c6c7794 (patch) | |
tree | 8ba864f0613778054753002b0c9036cd04da0d5f | |
parent | lets 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.frag | 2 |
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); } |