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Definition of DebugPass.Mode:
export enum Mode { Depth = 0, DepthLinear = 1, DepthPacked = 2, DepthLinearPacked = 3, }
Usage in blit_debug.frag:
if(u_mode == 1) { /* Depth */ source.rgb = vec3(source[0]); } else if (u_mode == 2) { /* DepthLinear */ float zLinear = linearizeDepth(source[0], u_linearize[0], u_linearize[1]); source.rgb = vec3(zLinear); } else if(u_mode == 3) { /* DepthPacked */ source.rgb = float24x1_to_uint8x3(source[0]); } else if (u_mode == 4) { /* DepthLinearPacked */ float zLinear = linearizeDepth(source[0], u_linearize[0], u_linearize[1]); source.rgb = float24x1_to_uint8x3(zLinear); }
Note that it is defined to start at 0, but in the shader it starts at 1.
The text was updated successfully, but these errors were encountered:
anne-gropler
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Definition of DebugPass.Mode:
Usage in blit_debug.frag:
Note that it is defined to start at 0, but in the shader it starts at 1.
The text was updated successfully, but these errors were encountered: