diff --git a/zoneb/bin/data/shaders/bound.frag b/zoneb/bin/data/shaders/bound.frag index 75fc38d..6cbab4e 100644 --- a/zoneb/bin/data/shaders/bound.frag +++ b/zoneb/bin/data/shaders/bound.frag @@ -105,6 +105,8 @@ void main() { gl_FragColor = vec4(dispColor, 1.0); gl_FragColor += pointCloudColor; // not good + // gl_FragColor = texture2D(u_depth, st) * 100; + #endif } \ No newline at end of file diff --git a/zoneb/bin/data/shaders/render.frag b/zoneb/bin/data/shaders/render.frag index 911ea12..8808cf4 100644 --- a/zoneb/bin/data/shaders/render.frag +++ b/zoneb/bin/data/shaders/render.frag @@ -10,5 +10,6 @@ in vec2 gTexCoord; void main() { - gl_FragColor = texture2D(uColorTex, gTexCoord); + // gl_FragColor = texture2D(uColorTex, gTexCoord); + gl_FragColor = vec4(1); } \ No newline at end of file diff --git a/zoneb/bin/data/shaders/render.vert b/zoneb/bin/data/shaders/render.vert index a885a5f..f0144b6 100644 --- a/zoneb/bin/data/shaders/render.vert +++ b/zoneb/bin/data/shaders/render.vert @@ -21,7 +21,7 @@ flat out int vValid; void main() { - vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x)/u_resolution; + vTexCoord = vec2(gl_InstanceID % uFrameSize.x, gl_InstanceID / uFrameSize.x)/vec2(512,424); float depth = texture2D(uDepthTex, vTexCoord).x; vec4 ray = texture2D(uWorldTex, vTexCoord);