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authorSquall-Leonhart <danialhorton@hotmail.com>2023-10-04 19:54:16 +1100
committerSquall-Leonhart <danialhorton@hotmail.com>2023-10-05 03:14:53 +1100
commita17cde7b2ced1496b4f2da00608a2638730af39d (patch)
tree55150931e2ddf694cda22bbc1f7fda1294ebc539 /src
parenta84c928827d90e741b550862cbd990e6ce6af859 (diff)
lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white
tiresmoke should be a darker gray.
Diffstat (limited to 'src')
-rw-r--r--src/video_core/host_shaders/convert_d32f_to_abgr8.frag2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/convert_d32f_to_abgr8.frag b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
index b7012a61d..6072cbd1b 100644
--- a/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
+++ b/src/video_core/host_shaders/convert_d32f_to_abgr8.frag
@@ -10,5 +10,5 @@ layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
float depth = textureLod(depth_tex, coord, 0).r;
- color = vec4(vec3(depth), 1.0); // Convert depth to grayscale color
+ color = vec4(depth, depth*depth, sqrt(depth), 1.0); // Convert depth to color
}