fix critical damage effect when temporal upscaling was enabled.

This commit is contained in:
Xonk
2024-07-07 21:21:55 -04:00
parent 396c9edba7
commit cdd12d441e
4 changed files with 7 additions and 9 deletions

View File

@ -399,7 +399,7 @@ void main() {
//////////////////////////////// ////////////////////////////////
float textureLOD = bias();
vec4 Albedo = texture2D_POMSwitch(texture, adjustedTexCoord.xy, vec4(dcdx,dcdy), ifPOM, textureLOD) * color;
#if defined HAND
if (Albedo.a < 0.1) discard;
#endif
@ -553,7 +553,7 @@ void main() {
vec2 PackLightmaps = vec2(torchlightmap, lmtexcoord.w);
vec4 data1 = clamp( encode(viewToWorld(normal), PackLightmaps), 0.0, 1.0);
gl_FragData[0] = vec4(encodeVec2(Albedo.x,data1.x), encodeVec2(Albedo.y,data1.y), encodeVec2(Albedo.z,data1.z), encodeVec2(data1.w,Albedo.w));
gl_FragData[2] = vec4(FlatNormals * 0.5 + 0.5, VanillaAO);