More tweaks to the volumetric mode debug view.

This commit is contained in:
Rezmason
2021-11-08 23:04:08 -08:00
parent a143e3fc03
commit 786c83cca0
2 changed files with 8 additions and 1 deletions

View File

@@ -79,7 +79,11 @@ void main() {
float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0);
if (showComputationTexture) {
gl_FragColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
vec4 debugColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
if (volumetric) {
debugColor.g = debugColor.g * 0.9 + 0.1;
}
gl_FragColor = debugColor;
} else {
gl_FragColor = vec4(vChannel * brightness * alpha, 1.0);
}

View File

@@ -425,6 +425,9 @@ fn getSymbolUV(glyphCycle : f32) -> vec2<f32> {
if (bool(config.showComputationTexture)) {
output.color = vec4<f32>(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0);
if (volumetric) {
output.color.g = output.color.g * 0.9 + 0.1;
}
} else {
output.color = vec4<f32>(input.channel * brightness * alpha, 1.0);
}