Fix for #1297. DoF shader compiles in mesa now. The other problem noted

in the issue was just texture compression + intel.
This commit is contained in:
Stephen Just 2014-05-05 07:59:20 -06:00
parent 65e4177f5c
commit efb85943d1

View File

@ -69,10 +69,10 @@ void main()
col += texture2D(tex, uv + (vec2(-0.29, -0.29) * offset) * blur * 0.4);
col += texture2D(tex, uv + (vec2(0.0, 0.4) * offset) * blur * 0.4);
col.rgb = col.rgb / 41.0;
col = vec4(col.rgb / 41.0, col.a);
depth = clamp((FragPos.z/280), 0., 1.);
depth = (1 - depth);
vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
vec3 final = colOriginal.rgb * depth + col.rgb * (1 - depth);
/*
FragColor.xyz = vec3(depth);