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- fixed: colors from brightmaps and glowmaps need to be desaturated.
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1 changed files with 2 additions and 2 deletions
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@ -565,7 +565,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
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// 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.
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#ifndef NO_LAYERS
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if ((uTextureMode & TEXF_Brightmap) != 0)
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material.Bright = texture(brighttexture, texCoord.st);
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material.Bright = desaturate(texture(brighttexture, texCoord.st));
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if ((uTextureMode & TEXF_Detailmap) != 0)
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{
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@ -574,7 +574,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
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}
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if ((uTextureMode & TEXF_Glowmap) != 0)
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material.Glow = texture(glowtexture, texCoord.st);
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material.Glow = desaturate(texture(glowtexture, texCoord.st));
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#endif
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}
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