6c3aeceb51
It was using wrong swizzle for depth texture.
15 lines
282 B
GLSL
15 lines
282 B
GLSL
uniform sampler3D SHR;
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uniform sampler3D SHG;
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uniform sampler3D SHB;
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in vec3 uvw;
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out vec4 FragColor;
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void main()
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{
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float r = texture(SHR, uvw).w;
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float g = texture(SHG, uvw).w;
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float b = texture(SHB, uvw).w;
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FragColor = max(10. * vec4(r, g, b, 1.0), vec4(0.));
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}
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