From c7db3875e1f59c11800036cec1cd6ebce029f524 Mon Sep 17 00:00:00 2001 From: Christoph Oelckers Date: Mon, 13 Sep 2021 21:15:50 +0200 Subject: [PATCH] - fixed: colors from brightmaps and glowmaps need to be desaturated. --- wadsrc/static/shaders/glsl/main.fp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/wadsrc/static/shaders/glsl/main.fp b/wadsrc/static/shaders/glsl/main.fp index bc2f84ea7..63b92bd7e 100644 --- a/wadsrc/static/shaders/glsl/main.fp +++ b/wadsrc/static/shaders/glsl/main.fp @@ -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 }