Updated some comments in the GLSL shaders.

This commit is contained in:
Leon Styhre 2021-02-28 15:00:13 +01:00
parent 2dbcb6a7d9
commit 40e04bbf58
3 changed files with 3 additions and 4 deletions

View file

@ -105,7 +105,7 @@ void main()
float sampleWeights4 = 0.024067905;
float sampleWeights5 = 0.0021112196;
// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
vec4 color = COMPAT_TEXTURE(Source, texcoord);
color = vec4(color.rgb, 1.0) * sampleWeights1;
@ -134,6 +134,5 @@ void main()
#endif
FragColor = vec4(color);
// FragColor = vec4(0.4, 0.0, 0.2, 0.2);
}
#endif

View file

@ -106,7 +106,7 @@ void main()
float sampleWeights4 = 0.024067905;
float sampleWeights5 = 0.0021112196;
// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
vec4 color = COMPAT_TEXTURE(Source, texcoord);
color = vec4(color.rgb, 1.0) * sampleWeights1;

View file

@ -29,7 +29,7 @@ void main()
{
vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0);
vec4 color = texture2D(myTexture, vTexCoord);
// Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0.
// Alpha is handled differently depending on the graphics driver, so set it explicitly to 1.0.
color = vec4(color.rgb, 1.0) * dimColor;
gl_FragColor = color;