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authorDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:14:35 +0000
committerDan Goodliffe <dan@randomdan.homeip.net>2023-12-17 12:14:35 +0000
commitcbc94ed8572cd4ea4e22ad5437b54eea055235d9 (patch)
tree8fe8d0016124f7e4fa19a72a6fe6c9ea48b6ab2c /gfx/gl/shaders/material.fs
parentUse a separate framebuffer for illumination phase (diff)
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Use 32bit integer texture for position render data
Diffstat (limited to 'gfx/gl/shaders/material.fs')
-rw-r--r--gfx/gl/shaders/material.fs2
1 files changed, 1 insertions, 1 deletions
diff --git a/gfx/gl/shaders/material.fs b/gfx/gl/shaders/material.fs
index 20fa8ab..5b93707 100644
--- a/gfx/gl/shaders/material.fs
+++ b/gfx/gl/shaders/material.fs
@@ -42,7 +42,7 @@ main()
{
vec4 textureColour = getTextureColour(Material, TexCoords);
float opaque = step(0.5, mix(textureColour.a, 1, Colour.a));
- gPosition = vec4(FragPos, opaque);
+ gPosition = ivec4(FragPos, opaque);
gNormal = vec4(Normal, opaque);
gl_FragDepth = mix(1.0, gl_FragCoord.z, opaque);
gAlbedoSpec = mix(textureColour, vec4(Colour.rgb, 1), Colour.a);