Fix gl_ssao_debug 4 rendering glitch when multisample is active

This commit is contained in:
Magnus Norddahl 2024-03-18 03:19:51 +01:00
commit 1b6f98e673
2 changed files with 4 additions and 4 deletions

View file

@ -839,11 +839,11 @@ void PPAmbientOcclusion::Render(PPRenderState *renderstate, float m5, int sceneW
renderstate->Shader = gl_multisample > 1 ? &CombineMS : &Combine;
renderstate->Uniforms.Set(combineUniforms);
renderstate->Viewport = screen->mSceneViewport;
renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
if (gl_ssao_debug < 4)
renderstate->SetInputTexture(0, &Ambient0, PPFilterMode::Linear);
renderstate->SetInputSceneFog(1);
else
renderstate->SetInputSceneNormal(0, PPFilterMode::Linear);
renderstate->SetInputSceneFog(1);
renderstate->SetInputSceneNormal(1, PPFilterMode::Linear);
renderstate->SetOutputSceneColor();
if (gl_ssao_debug != 0)
renderstate->SetNoBlend();

View file

@ -37,5 +37,5 @@ void main()
else if (DebugMode == 3)
FragColor = vec4(ssao.yyy / 1000.0, 1.0);
else
FragColor = vec4(ssao.xyz, 1.0);
FragColor = vec4(fogColor, 1.0);
}