fixed depth buffering for images

This commit is contained in:
2019-09-11 22:39:25 -07:00
parent f6adbd80d1
commit df2543bc8d
7 changed files with 70 additions and 80 deletions

View File

@@ -200,6 +200,8 @@ void main() {
.viewports_dynamic_scissors_irrelevant(1)
// See `vertex_shader`.
.fragment_shader(fs.main_entry_point(), ())
.depth_stencil_simple_depth()
// We have to indicate which subpass of which render pass this pipeline is going to be used
// in. The pipeline will only be usable from this particular subpass.
.render_pass(Subpass::from(render_pass.clone(), 0).unwrap())

View File

@@ -2,7 +2,7 @@
// SIMPLE TEXTURE : FRAGMENT SHADER
// These come in from the previous shader (vertex)
layout(location = 0) in vec2 position;
layout(location = 0) in vec2 image_position;
// This goes out to the bound image in window_size_dependent setup
layout(location = 0) out vec4 f_color;
@@ -15,7 +15,7 @@ void main() {
ivec2 pos = ivec2(gl_FragCoord.x, gl_FragCoord.y);
f_color = imageLoad(img, ivec2(position)) / (255.0);
f_color = imageLoad(img, ivec2(image_position)) / (255.0);
float gamma = 0.5;
f_color.rgb = pow(f_color.rgb, vec3(1.0/gamma));