diff --git a/wadsrc/static/shaders/glsl/func_paletted.fp b/wadsrc/static/shaders/glsl/func_paletted.fp index 0b37ece06..2f86139e2 100644 --- a/wadsrc/static/shaders/glsl/func_paletted.fp +++ b/wadsrc/static/shaders/glsl/func_paletted.fp @@ -19,6 +19,7 @@ vec4 ProcessTexel() // z is the depth in view space, positive going into the screen float z = abs(pixelpos.w); +#ifdef NPOT_EMULATION // Coordinate adjustment for NPOT textures. It is somehow fitting that Build games exploited this texture wrapping quirk of the software rendering engine... if (uNpotEmulation.y != 0.0) { @@ -26,6 +27,7 @@ vec4 ProcessTexel() coordX += uNpotEmulation.x * floor(mod(coordY, uNpotEmulation.y)); coordY = period + mod(coordY, uNpotEmulation.y); } +#endif newCoord = vec2(coordX, coordY); color = texture(tex, newCoord);