removed the colored vertex and combined into one. Half fixed texturing. Fully fixed images and compute swapping

This commit is contained in:
2019-09-10 21:13:48 -07:00
parent e8507f9dfc
commit 9043c2cd3c
13 changed files with 148 additions and 249 deletions

View File

@@ -2,7 +2,7 @@
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 tex_coords;
layout(location = 0) in vec2 texture_position;
// This goes out to the bound image in window_size_dependent setup
layout(location = 0) out vec4 f_color;
@@ -13,14 +13,9 @@ layout(set = 0, binding = 0) uniform sampler2D tex;
void main() {
ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
ivec2 pixel_pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
// f_color = imageLoad(img, ivec2(pos)) / (255.0);
//
// float gamma = 0.5;
// f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
f_color = texture(tex, tex_coords);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
f_color = texture(tex, texture_position);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));
}