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lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white

tiresmoke should be a darker gray.
Squall-Leonhart 2 år sedan
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a17cde7b2c
1 ändrade filer med 1 tillägg och 1 borttagningar
  1. 1 1
      src/video_core/host_shaders/convert_d32f_to_abgr8.frag

+ 1 - 1
src/video_core/host_shaders/convert_d32f_to_abgr8.frag

@@ -10,5 +10,5 @@ layout(location = 0) out vec4 color;
 void main() {
 void main() {
     ivec2 coord = ivec2(gl_FragCoord.xy);
     ivec2 coord = ivec2(gl_FragCoord.xy);
     float depth = textureLod(depth_tex, coord, 0).r;
     float depth = textureLod(depth_tex, coord, 0).r;
-    color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color
+    color = vec4(depth, depth*depth, sqrt(depth), 1.0); // Convert depth to color
 }
 }