mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-24 21:11:52 +00:00
- fixed: colors from brightmaps and glowmaps need to be desaturated.
This commit is contained in:
parent
e1a5f61f8c
commit
c7db3875e1
1 changed files with 2 additions and 2 deletions
|
@ -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.
|
||||
#ifndef NO_LAYERS
|
||||
if ((uTextureMode & TEXF_Brightmap) != 0)
|
||||
material.Bright = texture(brighttexture, texCoord.st);
|
||||
material.Bright = desaturate(texture(brighttexture, texCoord.st));
|
||||
|
||||
if ((uTextureMode & TEXF_Detailmap) != 0)
|
||||
{
|
||||
|
@ -574,7 +574,7 @@ void SetMaterialProps(inout Material material, vec2 texCoord)
|
|||
}
|
||||
|
||||
if ((uTextureMode & TEXF_Glowmap) != 0)
|
||||
material.Glow = texture(glowtexture, texCoord.st);
|
||||
material.Glow = desaturate(texture(glowtexture, texCoord.st));
|
||||
#endif
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue