a7f0d3762c
- Don't use BGRA format at all. It doesn't work with non-typical cases (i.e. with srgb or compressed textures) and also casues artifacts on some android devices. I kept the extension in central settings, but it probably won't be used. - Use sRGB texture format when advanced lighting is enabled. This makes it closer to the original OpenGL renderer and also avoids to have even more #ifdef's for sRGB conversions. - Keep RGBA textures for non-advanced lighting to make it simpler. Now advanced lighting in GLES looks almost the same as in OpenGL 3.x (without shadows/GI)
29 lines
528 B
GLSL
29 lines
528 B
GLSL
#ifdef Use_Bindless_Texture
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layout(bindless_sampler) uniform sampler2D tex;
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#else
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uniform sampler2D tex;
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#endif
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in vec2 uv;
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in vec4 color;
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out vec4 FragColor;
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void main(void)
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{
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vec4 col = texture(tex, uv);
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#ifdef Use_Bindless_Texture
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#ifdef SRGBBindlessFix
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col.xyz = pow(col.xyz, vec3(2.2));
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#endif
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#endif
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if (col.a < 0.5) discard;
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#if defined(GL_ES) && !defined(Advanced_Lighting_Enabled)
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col.xyz *= color.xyz;
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#else
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col.xyz *= pow(color.xyz, vec3(2.2));
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#endif
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FragColor = vec4(col.xyz, 1.);
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}
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