Fixed shader formatting in applytransparency.frag (#21071)

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mrmbernardi 2023-12-09 19:42:41 +01:00 committed by GitHub
parent 5b42da2646
commit 4b0b2a48f6
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1 changed files with 7 additions and 7 deletions

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@ -7,7 +7,7 @@ uniform usampler2D uTransparentTex;
uniform sampler2D uTransparentDepth;
uniform usampler2D uPaletteTex;
uniform usampler2D uBlendPaletteTex;
// clang-format off
// clang-format on
in vec2 fTextureCoordinate;
@ -15,24 +15,24 @@ out uint oColour;
void main()
{
uint opaque = texture(uOpaqueTex, fTextureCoordinate).r;
uint opaque = texture(uOpaqueTex, fTextureCoordinate).r;
float opaqueDepth = texture(uOpaqueDepth, fTextureCoordinate).r;
uint transparent = texture(uTransparentTex, fTextureCoordinate).r;
uint transparent = texture(uTransparentTex, fTextureCoordinate).r;
float transparentDepth = texture(uTransparentDepth, fTextureCoordinate).r;
if (opaqueDepth <= transparentDepth)
{
transparent = 0u;
}
uint blendColour = (transparent & 0xff00u) >> 8;
if(blendColour > 0u)
if (blendColour > 0u)
{
if((transparent & 0x00ffu) != 0u)
if ((transparent & 0x00ffu) != 0u)
{
oColour = blendColour;
}
else
else
{
oColour = texture(uBlendPaletteTex, vec2(opaque, blendColour) / 256.f).r;
}