diff options
-rw-r--r-- | gfx/shaders/view_texture.frag | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/gfx/shaders/view_texture.frag b/gfx/shaders/view_texture.frag index f01127d..12fa367 100644 --- a/gfx/shaders/view_texture.frag +++ b/gfx/shaders/view_texture.frag | |||
@@ -6,9 +6,9 @@ layout (location = 0) out vec4 Colour; | |||
6 | 6 | ||
7 | void main() | 7 | void main() |
8 | { | 8 | { |
9 | // My OpenGL driver seems to be ignoring GL_NEAREST for | 9 | // There is a question here whether we want to view the texture through the |
10 | // GL_TEXTURE_MAG_FILTER and still applies bilinear sampling. Use texelFetch | 10 | // sampler or unfiltered. Prefer the latter for now. |
11 | // instead of texture() instead. | 11 | //vec3 colour = texture(Texture, Texcoord).rgb; |
12 | ivec2 st = ivec2(Texcoord * vec2(textureSize(Texture, 0))); | 12 | ivec2 st = ivec2(Texcoord * vec2(textureSize(Texture, 0))); |
13 | vec3 colour = texelFetch(Texture, st, 0).rgb; | 13 | vec3 colour = texelFetch(Texture, st, 0).rgb; |
14 | Colour = vec4(pow(colour, vec3(1.0 / 2.2)), 1.0); | 14 | Colour = vec4(pow(colour, vec3(1.0 / 2.2)), 1.0); |