fix old xray view

I don't understand why it only seems to work if I define u_color via [default]
andd why it doesn't work when I set it inside the shader itself.
This commit is contained in:
Tim Kuipers 2020-02-27 18:17:07 +01:00
parent 0e633a0dfa
commit b51b699715
3 changed files with 16 additions and 10 deletions

View File

@ -51,8 +51,9 @@ fragment =
result = layer0 * layer0.a + result * (1.0 - layer0.a); result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0; float intersection_count = texture2D(u_layer2, v_uvs).r * 50; // 1 / .02
if(mod(intersection_count, 2.0) >= 1.0) float rest = mod(intersection_count, 2.0);
if (rest > 0.5 && rest < 1.5)
{ {
vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0); vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling); result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);
@ -126,8 +127,9 @@ fragment41core =
result = layer0 * layer0.a + result * (1.0 - layer0.a); result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture(u_layer2, v_uvs).r * 255.0; float intersection_count = texture(u_layer2, v_uvs).r * 50; // 1 / .02
if(mod(intersection_count, 2.0) >= 1.0) float rest = mod(intersection_count, 2.0);
if (rest > 0.5 && rest < 1.5)
{ {
vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0); vec2 scaling = textureSize(u_layer0, 0) / textureSize(u_xray_error, 0);
result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling); result = result * (1.0 - u_xray_error_strength) + u_xray_error_strength * texture(u_xray_error, v_uvs * scaling);

View File

@ -50,8 +50,9 @@ fragment =
result = layer0 * layer0.a + result * (1.0 - layer0.a); result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture2D(u_layer2, v_uvs).r * 255.0; float intersection_count = texture2D(u_layer2, v_uvs).r * 50; // 1 / .02
if(mod(intersection_count, 2.0) >= 1.0) float rest = mod(intersection_count, 2.0);
if (rest > 0.5 && rest < 1.5)
{ {
result = u_error_color; result = u_error_color;
} }
@ -121,8 +122,9 @@ fragment41core =
result = layer0 * layer0.a + result * (1.0 - layer0.a); result = layer0 * layer0.a + result * (1.0 - layer0.a);
float intersection_count = texture(u_layer2, v_uvs).r * 255.0; float intersection_count = texture(u_layer2, v_uvs).r * 50; // 1 / .02
if(mod(intersection_count, 2.0) >= 1.0) float rest = mod(intersection_count, 2.0);
if (rest > 0.5 && rest < 1.5)
{ {
result = u_error_color; result = u_error_color;
} }

View File

@ -12,7 +12,7 @@ vertex =
} }
fragment = fragment =
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0); uniform vec4 u_color;
void main() void main()
{ {
@ -34,7 +34,8 @@ vertex41core =
fragment41core = fragment41core =
#version 410 #version 410
const lowp vec4 u_color = vec4(1.0 / 255.0, 0.0, 0.0, 1.0);
uniform vec4 u_color;
out vec4 frag_color; out vec4 frag_color;
@ -44,6 +45,7 @@ fragment41core =
} }
[defaults] [defaults]
u_color = [0.02, 0.02, 0.02, 1.0]
[bindings] [bindings]
u_modelMatrix = model_matrix u_modelMatrix = model_matrix