switching to a new shader

This commit is contained in:
Sam Gateau 2017-08-14 23:26:36 -07:00
parent dfc0bb8bcc
commit 76fd725610
2 changed files with 6 additions and 3 deletions

View file

@ -171,7 +171,7 @@ void Antialiasing::run(const render::RenderContextPointer& renderContext, const
}
*/
#include "fxaa_frag.h"
#include "taa_frag.h"
#include "fxaa_blend_frag.h"
@ -186,7 +186,7 @@ const gpu::PipelinePointer& Antialiasing::getAntialiasingPipeline() {
if (!_antialiasingPipeline) {
auto vs = gpu::StandardShaderLib::getDrawUnitQuadTexcoordVS();
auto ps = gpu::Shader::createPixel(std::string(fxaa_frag));
auto ps = gpu::Shader::createPixel(std::string(taa_frag));
gpu::ShaderPointer program = gpu::Shader::createProgram(vs, ps);
gpu::Shader::BindingSet slotBindings;

View file

@ -32,13 +32,16 @@ struct TAAParams
float spareB;
};
layout(std140, location=0) uniform taaParamsBuffer {
layout(std140) uniform taaParamsBuffer {
TAAParams params;
};
void main() {
outFragColor = vec4(texture(colorTexture, varTexCoord0).xyz, params.blend);
if (abs(varTexCoord0.x - params.debugX) < (1.0 / 2048.0)) {
outFragColor.rgb = vec3(1.0, 1.0, 0.0);
}
if (varTexCoord0.x < params.debugX) {
outFragColor.a = 1.0;
}