Working fade debugging scripts for both opaque and transparents

This commit is contained in:
Olivier Prat 2017-06-05 17:21:33 +02:00
parent cce99ef8c4
commit 1936c209a5
2 changed files with 1 additions and 2 deletions

View file

@ -185,7 +185,6 @@ void initDeferredPipelines(render::ShapePlumber& plumber) {
auto skinModelFadeVertex = gpu::Shader::createVertex(std::string(skin_model_fade_vert));
auto skinModelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(skin_model_normal_map_fade_vert));
// Only models can have fade applied to them (?)
auto modelFadeVertex = gpu::Shader::createVertex(std::string(model_fade_vert));
auto modelNormalMapFadeVertex = gpu::Shader::createVertex(std::string(model_normal_map_fade_vert));
auto simpleFadeVertex = gpu::Shader::createVertex(std::string(simple_fade_vert));

View file

@ -14,7 +14,7 @@ import "configSlider"
Row {
property var drawOpaqueConfig: Render.getConfig("DrawOpaqueDeferred");
property var drawTransparentConfig: Render.getConfig("DrawDeferred");
property var drawTransparentConfig: Render.getConfig("DrawTransparentDeferred");
spacing: 4
Column {
spacing: 8