dungeon_crawler

view prototype/sdr/post.p.glsl @ 65:fc2b3d06d07c

made the deferred renderer draw into a texture, so that I can reuse the depth buffer for geometric post effects (particles), and implement other per-pixel post effects eventually
author John Tsiombikas <nuclear@member.fsf.org>
date Tue, 02 Oct 2012 13:42:18 +0300
parents
children a27528035e20
line source
1 uniform sampler2D fbtex;
3 void main()
4 {
5 gl_FragColor = texture2D(fbtex, gl_TexCoord[0].st);
6 }