simple shader checks

This commit is contained in:
samcake 2017-02-24 16:03:28 -08:00
parent 5257194c48
commit 1b501487fd
2 changed files with 4 additions and 5 deletions

View file

@ -112,10 +112,8 @@ void main(void) {
opacity);
color.rgb += emissive;
// color.rgb = vec3(0.5, 0.5, 1.0);
// Apply standard tone mapping
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), 1.0);
//_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
/*_fragColor = vec4(evalGlobalLightingAlphaBlended(
cam._viewInverse,

View file

@ -175,7 +175,8 @@ function HighlightedEntity(id, entityProperties) {
},
lineWidth: 1.0,
ignoreRayIntersection: true,
drawInFront: false // Arguable. For now, let's not distract with mysterious wires around the scene.
//drawInFront: false // Arguable. For now, let's not distract with mysterious wires around the scene.
drawInFront: true // Arguable. For now, let's not distract with mysterious wires around the scene.
});
HighlightedEntity.overlays.push(this);
}