Don't use srgb format in gles
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@ -88,6 +88,7 @@ RTT::RTT(size_t width, size_t height)
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GLint rgb_format = GL_BGR;
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GLint rgb_format = GL_BGR;
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GLint diffuse_specular_internal_format = GL_R11F_G11F_B10F;
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GLint diffuse_specular_internal_format = GL_R11F_G11F_B10F;
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GLint type = GL_FLOAT;
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GLint type = GL_FLOAT;
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GLint srgb_internal_format = GL_SRGB8_ALPHA8;
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#if defined(USE_GLES2)
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#if defined(USE_GLES2)
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if (!CVS->isEXTColorBufferFloatUsable())
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if (!CVS->isEXTColorBufferFloatUsable())
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@ -101,6 +102,8 @@ RTT::RTT(size_t width, size_t height)
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diffuse_specular_internal_format = GL_RGBA8;
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diffuse_specular_internal_format = GL_RGBA8;
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type = GL_UNSIGNED_BYTE;
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type = GL_UNSIGNED_BYTE;
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}
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}
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srgb_internal_format = GL_RGBA8;
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#endif
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#endif
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RenderTargetTextures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
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RenderTargetTextures[RTT_TMP1] = generateRTT(res, rgba_internal_format, rgba_format, type);
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@ -110,9 +113,9 @@ RTT::RTT(size_t width, size_t height)
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RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
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RenderTargetTextures[RTT_LINEAR_DEPTH] = generateRTT(res, red32_internal_format, red_format, type, linear_depth_mip_levels);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, rgba_internal_format, GL_RGBA, type);
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RenderTargetTextures[RTT_NORMAL_AND_DEPTH] = generateRTT(res, rgba_internal_format, GL_RGBA, type);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, rgba_internal_format, rgba_format, type);
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RenderTargetTextures[RTT_COLOR] = generateRTT(res, rgba_internal_format, rgba_format, type);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, GL_SRGB8_ALPHA8, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_COLORS] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_TMP] = generateRTT(res, GL_SRGB8_ALPHA8, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_TMP] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_BLEND] = generateRTT(res, GL_SRGB8_ALPHA8, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_MLAA_BLEND] = generateRTT(res, srgb_internal_format, rgb_format, GL_UNSIGNED_BYTE);
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RenderTargetTextures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
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RenderTargetTextures[RTT_SSAO] = generateRTT(res, red_internal_format, red_format, type);
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RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
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RenderTargetTextures[RTT_DISPLACE] = generateRTT(res, rgba_internal_format, rgba_format, type);
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RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
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RenderTargetTextures[RTT_DIFFUSE] = generateRTT(res, diffuse_specular_internal_format, rgb_format, type);
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