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quickfix
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@ -904,7 +904,7 @@ namespace MWRender
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std::vector<std::string> techniqueStrings;
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std::vector<std::string> techniqueStrings;
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Misc::StringUtils::split(Settings::Manager::getString("chain", "Post Processing"), techniqueStrings, ",");
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Misc::StringUtils::split(Settings::Manager::getString("chain", "Post Processing"), techniqueStrings, ",");
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const std::string& mainIdentifier = "main";
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const std::string mainIdentifier = "main";
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auto main = loadTechnique(mainIdentifier);
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auto main = loadTechnique(mainIdentifier);
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@ -173,8 +173,6 @@ The following functions can be accessed in any fragment or vertex shader.
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| | Scene luminance is always calculated on original scene texture. |
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| | Scene luminance is always calculated on original scene texture. |
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+----------------------------------------+-------------------------------------------------------------------------------+
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+----------------------------------------+-------------------------------------------------------------------------------+
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| ``vec4 omw_GetDepth(vec2 uv)`` | Returns non-linear normalized depth |
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+----------------------------------------+-------------------------------------------------------------------------------+
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| ``vec4 omw_GetLastShader(vec2 uv)`` | Returns RGBA color output of the last shader |
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| ``vec4 omw_GetLastShader(vec2 uv)`` | Returns RGBA color output of the last shader |
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+----------------------------------------+-------------------------------------------------------------------------------+
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+----------------------------------------+-------------------------------------------------------------------------------+
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| ``vec4 omw_GetLastPass(vec2 uv)`` | Returns RGBA color output of the last pass |
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| ``vec4 omw_GetLastPass(vec2 uv)`` | Returns RGBA color output of the last pass |
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