Display the depth buffer when stored in a color texture
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6be18a5c99
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1 changed files with 18 additions and 17 deletions
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@ -7,6 +7,7 @@ uniform sampler2D lighting_tex;
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//uniform sampler2D ao_tex;
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uniform float exposure;
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uniform bool showBuffers;
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uniform bool fg_DepthInColor;
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vec3 HDR(vec3 L) {
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L = L * exposure;
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@ -19,22 +20,22 @@ vec3 HDR(vec3 L) {
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void main() {
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vec2 coords = gl_TexCoord[0].xy;
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vec4 color;
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if (showBuffers) {
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if (coords.x < 0.2 && coords.y < 0.2) {
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color = texture2D( normal_tex, coords * 5.0 );
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} else if (coords.x >= 0.8 && coords.y >= 0.8) {
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color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
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} else if (coords.x >= 0.8 && coords.y < 0.2) {
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color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
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// } else if (coords.x < 0.2 && coords.y >= 0.8) {
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// color = texture2D( ao_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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if (showBuffers) {
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if (coords.x < 0.2 && coords.y < 0.2) {
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color = texture2D( normal_tex, coords * 5.0 );
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} else if (coords.x >= 0.8 && coords.y >= 0.8) {
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color = texture2D( specular_tex, (coords - vec2( 0.8, 0.8 )) * 5.0 );
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} else if (coords.x >= 0.8 && coords.y < 0.2) {
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color = texture2D( color_tex, (coords - vec2( 0.8, 0.0 )) * 5.0 );
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} else if (coords.x < 0.2 && coords.y >= 0.8 && fg_DepthInColor) {
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color = texture2D( depth_tex, (coords - vec2( 0.0, 0.8 )) * 5.0 );
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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} else {
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color = texture2D( lighting_tex, coords ) /* + texture2D( bloom_tex, coords ) */;
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//color = vec4( HDR( color.rgb ), 1.0 );
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}
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gl_FragColor = color;
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}
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