stk-code_catmod/data/shaders/object_unlit.frag
Deve a7f0d3762c Some fixes for GLES renderer.
- 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)
2017-03-25 22:23:46 +01:00

29 lines
528 B
GLSL

#ifdef Use_Bindless_Texture
layout(bindless_sampler) uniform sampler2D tex;
#else
uniform sampler2D tex;
#endif
in vec2 uv;
in vec4 color;
out vec4 FragColor;
void main(void)
{
vec4 col = texture(tex, uv);
#ifdef Use_Bindless_Texture
#ifdef SRGBBindlessFix
col.xyz = pow(col.xyz, vec3(2.2));
#endif
#endif
if (col.a < 0.5) discard;
#if defined(GL_ES) && !defined(Advanced_Lighting_Enabled)
col.xyz *= color.xyz;
#else
col.xyz *= pow(color.xyz, vec3(2.2));
#endif
FragColor = vec4(col.xyz, 1.);
}