Fix postprocessing being weird
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@@ -108,6 +108,9 @@ public class PostProcessing {
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this.setSize(width, height);
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glBindFramebuffer(GL_FRAMEBUFFER, this.framebuffer.id);
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//glClearColor(0,0,0,0);//TODO: RESTORE THIS TO THE ORIGINAL VALUE
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glBlitNamedFramebuffer(sourceFB, this.framebuffer.id, 0,0, width, height, 0,0, width, height, GL_DEPTH_BUFFER_BIT, GL_NEAREST);
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@@ -24,6 +24,10 @@ void main() {
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}
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float depth = texture(depthTex, UV.xy).r;
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if (depth == 0.0f) {
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discard;
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}
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depth = projDepth(rev3d(vec3(UV.xy, depth)));
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depth = min(1.0f-(2.0f/((1<<24)-1)), depth);
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depth = depth * 0.5f + 0.5f;
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@@ -53,7 +53,7 @@ void main() {
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point += scale*0.5f;//Offset to the center of the textile
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float depth = texture(depthTex, point).r;
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vec4 ocolour = vec4(0);
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if (depth < 1.0f) {
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if (depth!=0.0f && depth < 1.0f) {
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vec4 colour = texture(colourTex, point);
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if (colour == vec4(0.0f, 0.0f, 0.0f, 0.0f)) {
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ocolour = vec4(1.0f, 0.0f, 0.0f, 1.0f);
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