From 8375174cb5836d36ddc8b005f9dd3f8e9febb0ce Mon Sep 17 00:00:00 2001 From: rrtt217 Date: Sun, 9 Nov 2025 13:13:33 +0800 Subject: [PATCH] Ensure that gl_FragColor.rgb is always properly initialized in final.fsh Not sure if debug_WATERSIM works as intended. --- shaders/dimensions/final.fsh | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/shaders/dimensions/final.fsh b/shaders/dimensions/final.fsh index ae782ea..4809446 100644 --- a/shaders/dimensions/final.fsh +++ b/shaders/dimensions/final.fsh @@ -215,9 +215,11 @@ void main() { COLOR = imageLoad(cloudDepthTex, ivec2(gl_FragCoord.xy*VL_RENDER_RESOLUTION*RENDER_SCALE)).rgb; #endif + gl_FragColor.rgb = COLOR; + #if DEBUG_VIEW == debug_WATERSIM && WATER_INTERACTION == 2 if (hideGUI == 1) { - gl_FragColor.rgb = vec3(imageLoad(waveSim2, ivec2(gl_FragCoord.xy)*16).x); + gl_FragColor.rgb += vec3(imageLoad(waveSim2, ivec2(gl_FragCoord.xy)*16).x); vec2 offsetCoords = vec2(gl_FragCoord.x-840.0, gl_FragCoord.y); vec2 waveGradients = vec2(imageLoad(waveSim2, ivec2(offsetCoords)*16).zw); @@ -225,6 +227,4 @@ void main() { if (length(waveNormals.xy) > 0.0) gl_FragColor.rgb += waveNormals; } #endif - - gl_FragColor.rgb += COLOR; }