wasn't the layout. It was the colors being bound between 0-1 instead of 255 like I was expecting

This commit is contained in:
2019-07-18 22:39:27 -07:00
parent 5928eb5dde
commit 58f5289a3b
2 changed files with 11 additions and 1 deletions

View File

@@ -6,7 +6,7 @@ layout(set = 0, binding = 1, rgba8ui) readonly uniform uimage2D img;
void main() {
vec2 onePixel = vec2(1.0, 1.0) / (720.0, 756.0);
vec2 pos = tex_coords + onePixel * vec2(0, 0);
vec2 pos = tex_coords * onePixel;
ivec2 ipos = ivec2(pos);
vec4 colorSum = imageLoad(img, ipos);
f_color = colorSum;
@@ -15,5 +15,13 @@ void main() {
// f_color = texture(tex, tex_coords);
// ivec2 t = ivec2(tex_coords.x, tex_coords.y );
ivec2 size = ivec2(gl_FragCoord.x, gl_FragCoord.y);
//ivec2 size = ivec2(0, 0);
f_color = imageLoad(img, size) / (200);
// f_color.w = 0;
// f_color.r = 75;
// f_color.g = 30;
// f_color.b =;
}