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Fix usage of source_color with hint_depth_texture

tetrapod00 8 月之前
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共有 1 个文件被更改,包括 2 次插入2 次删除
  1. 2 2
      tutorials/shaders/advanced_postprocessing.rst

+ 2 - 2
tutorials/shaders/advanced_postprocessing.rst

@@ -81,7 +81,7 @@ by using ``hint_depth_texture``.
 
 .. code-block:: glsl
 
-  uniform sampler2D depth_texture : source_color, hint_depth_texture;
+  uniform sampler2D depth_texture : hint_depth_texture;
 
 Once defined, the depth texture can be read with the ``texture()`` function.
 
@@ -178,7 +178,7 @@ line is commented out.
   // Prevent the quad from being affected by lighting and fog. This also improves performance.
   render_mode unshaded, fog_disabled;
 
-  uniform sampler2D depth_texture : source_color, hint_depth_texture;
+  uniform sampler2D depth_texture : hint_depth_texture;
 
   void vertex() {
     POSITION = vec4(VERTEX.xy, 1.0, 1.0);