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This introduces the "isAA" property to 3d overlays. When false, the overlay is rendered after the "Antialiasing" render pass. Ironically, disabling FXAA makes the text more readable, which is essential in 2D desktop mode. Two new shaders were introduced. simple_opaque_web_browser_overlay.slf simple_transparent_web_browser_overlay.slf These are tailored to write into the main framebuffer instead of the g-buffer.
30 lines
825 B
Text
30 lines
825 B
Text
<@include gpu/Config.slh@>
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<$VERSION_HEADER$>
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// Generated on <$_SCRIBE_DATE$>
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//
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// simple_opaque_web_browser_overlay.slf
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// fragment shader
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//
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// Created by Anthony Thibault on 1/30/17.
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// Copyright 2017 High Fidelity, Inc.
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//
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// Distributed under the Apache License, Version 2.0.
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// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
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//
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// Same as simple_opaque_web_browser.slf except frame buffer is sRGB, so colorToLinearRGBA is not necessary.
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<@include gpu/Color.slh@>
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<@include DeferredBufferWrite.slh@>
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// the albedo texture
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uniform sampler2D originalTexture;
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// the interpolated normal
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in vec3 _normal;
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in vec4 _color;
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in vec2 _texCoord0;
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void main(void) {
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vec4 texel = texture(originalTexture, _texCoord0.st);
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_fragColor0 = vec4(_color.rgb * texel.rgb, 1.0);
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}
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