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Merge pull request #37 from rrtt217/fix-final-fragcolor
Ensure that gl_FragColor.rgb is always properly initialized in final.fsh
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@@ -215,9 +215,11 @@ void main() {
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COLOR = imageLoad(cloudDepthTex, ivec2(gl_FragCoord.xy*VL_RENDER_RESOLUTION*RENDER_SCALE)).rgb;
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#endif
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gl_FragColor.rgb = COLOR;
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#if DEBUG_VIEW == debug_WATERSIM && WATER_INTERACTION == 2
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if (hideGUI == 1) {
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gl_FragColor.rgb = vec3(imageLoad(waveSim2, ivec2(gl_FragCoord.xy)*16).x);
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gl_FragColor.rgb += vec3(imageLoad(waveSim2, ivec2(gl_FragCoord.xy)*16).x);
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vec2 offsetCoords = vec2(gl_FragCoord.x-840.0, gl_FragCoord.y);
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vec2 waveGradients = vec2(imageLoad(waveSim2, ivec2(offsetCoords)*16).zw);
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@@ -225,6 +227,4 @@ void main() {
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if (length(waveNormals.xy) > 0.0) gl_FragColor.rgb += waveNormals;
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}
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#endif
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gl_FragColor.rgb += COLOR;
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}
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