forked from LeenkxTeam/LNXSDK
		
	t3du - Post Process Updates
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		| @ -2,13 +2,22 @@ | |||||||
|  |  | ||||||
| #include "compiled.inc" | #include "compiled.inc" | ||||||
|  |  | ||||||
|  | #ifdef _CPostprocess | ||||||
|  | uniform vec3 PPComp8; | ||||||
|  | #endif | ||||||
|  |  | ||||||
| uniform sampler2D tex; | uniform sampler2D tex; | ||||||
|  |  | ||||||
| in vec2 texCoord; | in vec2 texCoord; | ||||||
| out vec4 fragColor; | out vec4 fragColor; | ||||||
|  |  | ||||||
| void main() { | void main() { | ||||||
|  | 	#ifdef _CPostprocess | ||||||
|  | 		fragColor.a = 0.01 * PPComp8.z; | ||||||
|  | 	#else | ||||||
| 		fragColor.a = 0.01 * autoExposureSpeed; | 		fragColor.a = 0.01 * autoExposureSpeed; | ||||||
|  | 	#endif | ||||||
|  |  | ||||||
| 	fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb + | 	fragColor.rgb = textureLod(tex, vec2(0.5, 0.5), 0.0).rgb + | ||||||
| 					textureLod(tex, vec2(0.2, 0.2), 0.0).rgb + | 					textureLod(tex, vec2(0.2, 0.2), 0.0).rgb + | ||||||
| 					textureLod(tex, vec2(0.8, 0.2), 0.0).rgb + | 					textureLod(tex, vec2(0.8, 0.2), 0.0).rgb + | ||||||
|  | |||||||
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