format shaders

This commit is contained in:
Gustl22
2018-04-27 10:58:38 +02:00
parent 4e368e77dc
commit a92b3a18c1
6 changed files with 12 additions and 8 deletions

View File

@@ -38,7 +38,7 @@ float compareDepths(in float depth1, in float depth2, inout float far) {
// if far reduce left bell width to avoid self-shadowing
float garea = max((1.0 - far) * 2.0, 0.1);
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
//return (step(diff, 0.0) * -0.1) + pow(2.7182, -2.0 * pow(diff - gdisplace, 2.0) / pow(garea, 2.0));
return pow(2.7182, -2.0 * pow(diff - gdisplace,2.0) / pow(garea, 2.0));
}
@@ -85,7 +85,7 @@ main(void){
vec4 color = texture2D(u_texColor, tex_pos);
float depth = texture2D(u_tex, tex_pos).x;
float fog = pow(depth,3.0);
float fog = pow(depth, 3.0);
//return;
depth = getDepth(depth);
@@ -137,7 +137,7 @@ main(void){
// }
// gl_FragColor = vec4(vao, 1.0) * texture2D(u_texColor, tex_pos.xy);
// gl_FragColor = vec4(gl_TexCoord[0].xy,0.0,1.0);
// gl_FragColor = vec4(tex_pos.xy,0.0,1.0);
// gl_FragColor = vec4(gl_TexCoord[0].xy, 0.0, 1.0);
// gl_FragColor = vec4(tex_pos.xy, 0.0, 1.0);
// gl_FragColor = vec4(gl_FragCoord.xy / u_screen, 0.0, 1.0);
}