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[vulkan] Double alias top/bottom color values
The bright end of the color map is actually twice the palette value, but I didn't understand this when I came up with the shirt/pants color scheme for vulkan. However, the skin texture can store only 0..1, so the mapping to 0..2 needs to be done in the shader. It looks like it works at least better: the gold key at the end of demo1 doesn't look as bleh, though I do get some weird colors still on ogres etc.
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1 changed files with 2 additions and 2 deletions
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@ -27,8 +27,8 @@ main (void)
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int i;
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vec3 light = vec3 (0);
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c = texture (Skin, vec3 (st, 0)) * base_color;
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c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA);
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c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB);
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c += texture (Skin, vec3 (st, 1)) * unpackUnorm4x8(colorA) * 2;
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c += texture (Skin, vec3 (st, 2)) * unpackUnorm4x8(colorB) * 2;
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e = texture (Skin, vec3 (st, 3));
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frag_color = c;
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