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