postprocessor for 3dlut colcorr; dithering should be managed in "dirty" way

dirty way: loads dithered/passthru shader according to the game's config (boolean fxdither)
This commit is contained in:
minjaesong
2017-11-02 17:47:52 +09:00
parent f5636fe0d3
commit 7cd7b4047f
9 changed files with 158 additions and 35 deletions

14
assets/passthru.frag Normal file
View File

@@ -0,0 +1,14 @@
#version 120
#ifdef GL_ES
precision mediump float;
#endif
varying vec4 v_color;
varying vec2 v_texCoords;
uniform sampler2D u_texture;
void main(void) {
gl_FragColor = texture2D(u_texture, v_texCoords);
}