GLSL display of float buffers with alpha:

Previous version worked, now a version with simplifying this GLSL code.
This commit is contained in:
Ton Roosendaal 2013-04-28 11:03:01 +00:00
parent e355abebee
commit eae651db3a

@ -92,14 +92,12 @@ static const char *g_fragShaderText = ""
"void main()\n"
"{\n"
" vec4 col = texture2D(tex1, gl_TexCoord[0].st);\n"
" float inv_alpha = 1.0;"
" if (predivide == false || col[3] <= 0.0 || col[3] >= 1.0) {\n"
" float inv_alpha = 1.0 / col[3];\n"
" col[0] *= inv_alpha;\n"
" col[1] *= inv_alpha;\n"
" col[2] *= inv_alpha;\n"
"}\n"
" col[0] *= inv_alpha;\n"
" col[1] *= inv_alpha;\n"
" col[2] *= inv_alpha;\n"
"\n"
" gl_FragColor = OCIODisplay(col, tex2);\n"
"\n"
"}\n";