More docs for the cell fragment shader
This commit is contained in:
parent
2e99259589
commit
721beb9202
@ -86,6 +86,9 @@ vec4 blend_onto_opaque_premul(vec3 over, float over_alpha, vec3 under) {
|
||||
* First everything is rendered into a framebuffer, and then the framebauffer is blended onto
|
||||
* the screen. The framebuffer is needed because it allows access to the background color pixels
|
||||
* to blend with the image pixels. The steps are basically the same as for 2a.
|
||||
*
|
||||
* In this shader exactly *one* of SIMPLE, SPECIAL, FOREGROUND or BACKGROUND will be defined, corresponding
|
||||
* to the appropriate rendering pass from above.
|
||||
*/
|
||||
#ifdef NEEDS_FOREGROUND
|
||||
vec4 calculate_foreground() {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user