From a17cde7b2ced1496b4f2da00608a2638730af39d Mon Sep 17 00:00:00 2001 From: Squall-Leonhart Date: Wed, 4 Oct 2023 19:54:16 +1100 Subject: lets not convert depth to greyscale since this makes the exhaust and tire smoke light gray/white tiresmoke should be a darker gray. --- src/video_core/host_shaders/convert_d32f_to_abgr8.frag | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'src') 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 } -- cgit v1.2.3