- fixed: colors from brightmaps and glowmaps need to be desaturated.

This commit is contained in:
Christoph Oelckers 2021-09-13 21:15:50 +02:00
parent e1a5f61f8c
commit c7db3875e1

View file

@ -565,7 +565,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
// OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called. // OpenGL doesn't care, but Vulkan pukes all over the place if these texture samplings are included in no-texture shaders, even though never called.
#ifndef NO_LAYERS #ifndef NO_LAYERS
if ((uTextureMode & TEXF_Brightmap) != 0) if ((uTextureMode & TEXF_Brightmap) != 0)
material.Bright = texture(brighttexture, texCoord.st); material.Bright = desaturate(texture(brighttexture, texCoord.st));
if ((uTextureMode & TEXF_Detailmap) != 0) if ((uTextureMode & TEXF_Detailmap) != 0)
{ {
@ -574,7 +574,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
} }
if ((uTextureMode & TEXF_Glowmap) != 0) if ((uTextureMode & TEXF_Glowmap) != 0)
material.Glow = texture(glowtexture, texCoord.st); material.Glow = desaturate(texture(glowtexture, texCoord.st));
#endif #endif
} }