fix compile failure if TAA is set to OFF

This commit is contained in:
Xonk 2023-10-17 23:22:14 -04:00
parent e2166697ba
commit 6816f30e79
2 changed files with 3 additions and 6 deletions

View File

@ -1171,8 +1171,7 @@ void main() {
// projectedShadowPosition.xy *= distortFactor; // projectedShadowPosition.xy *= distortFactor;
// projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5); // projectedShadowPosition = projectedShadowPosition * vec3(0.5,0.5,0.5/6.0) + vec3(0.5);
// gl_FragData[0].rgb = vec3(1.0) * shadow2D(shadow, projectedShadowPosition - vec3(0.0,0.0, 0.00005)).x;
/* DRAWBUFFERS:3 */ /* DRAWBUFFERS:3 */

View File

@ -281,10 +281,8 @@ void main() {
#else #else
gl_FragData[0] = clamp(fp10Dither(color, triangularize(interleaved_gradientNoise())), 0.0, 65000.0); gl_FragData[0] = clamp(fp10Dither(color, triangularize(interleaved_gradientNoise())), 0.0, 65000.0);
#endif #endif
#endif #else
vec3 color = clamp(fp10Dither(vec4(texture2D(colortex3,texcoord).rgb,1.0), triangularize(interleaved_gradientNoise())).rgb,0.0,65000.);
#ifndef TAA
vec3 color = clamp(fp10Dither(texture2D(colortex3,texcoord).rgb, triangularize(interleaved_gradientNoise())),0.0,65000.);
gl_FragData[0].rgb = color; gl_FragData[0].rgb = color;
#endif #endif
} }