dungeon_crawler
changeset 79:110b2af4b9d8
fixed the shader non-conformity by explicitly converting 2.2 to vec3 before passing it to pow for the texel inverse-gamma thing
author | John Tsiombikas <nuclear@member.fsf.org> |
---|---|
date | Sat, 27 Oct 2012 01:54:39 +0300 |
parents | 12a1dcfe91fa |
children | a373b36ffc17 |
files | prototype/sdr/mrt.p.glsl |
diffstat | 1 files changed, 1 insertions(+), 1 deletions(-) [+] |
line diff
1.1 --- a/prototype/sdr/mrt.p.glsl Fri Oct 26 21:22:14 2012 +0300 1.2 +++ b/prototype/sdr/mrt.p.glsl Sat Oct 27 01:54:39 2012 +0300 1.3 @@ -30,7 +30,7 @@ 1.4 float fog = clamp((fog_end + pos.z) / (fog_end - fog_start), 0.0, 1.0); 1.5 1.6 vec3 texel_srgb = texture2D(tex_dif, gl_TexCoord[0].st).xyz; 1.7 - vec3 texel = pow(texel_srgb.xyz, 2.2); 1.8 + vec3 texel = pow(texel_srgb.xyz, vec3(2.2, 2.2, 2.2)); 1.9 1.10 vec3 diffuse = fog * (gl_FrontMaterial.diffuse.xyz * texel); 1.11 vec3 spec = fog * gl_FrontMaterial.specular.xyz;