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https://github.com/X0nk/Bliss-Shader.git
synced 2026-10-10 05:03:04 +08:00
remove pointless buffer write
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@@ -2,7 +2,7 @@ uniform sampler2D colortex2;
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uniform sampler2D colortex14;
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uniform sampler2D depthtex1;
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/* RENDERTARGETS:2,14 */
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/* RENDERTARGETS:2 */
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void main() {
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// write voxy forward rendered color buffer into vanilla forward rendered color buffer
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@@ -11,7 +11,4 @@ void main() {
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if(texelFetch(depthtex1, ivec2(gl_FragCoord.xy), 0).r < 1.0) voxyForwardColor = vec4(0.0,0.0,0.0,0.0);
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gl_FragData[0] = texelFetch(colortex2, ivec2(gl_FragCoord.xy), 0).rgba + voxyForwardColor;
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// clear colortex14 ( nothing is written to it but voxy forward color at this time )
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gl_FragData[1] = vec4(0.0,0.0,0.0,0.0);
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}
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