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	Fixed an issue where the GLSL shader alpha values would be handled differently depending on the graphics driver.
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				|  | @ -105,7 +105,9 @@ void main() | |||
|     float sampleWeights4 = 0.024067905; | ||||
|     float sampleWeights5 = 0.0021112196; | ||||
| 
 | ||||
|     vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights1; | ||||
|     // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. | ||||
|     vec4 color = COMPAT_TEXTURE(Source, texcoord); | ||||
|     color = vec4(color.rgb, 1.0) * sampleWeights1; | ||||
| 
 | ||||
| // unroll the loop | ||||
|         color += COMPAT_TEXTURE(Source, texcoord + vec2(sampleOffsets2* HW * PIXEL_SIZE.x, 0.0)) * sampleWeights2; | ||||
|  |  | |||
|  | @ -106,7 +106,9 @@ void main() | |||
|     float sampleWeights4 = 0.024067905; | ||||
|     float sampleWeights5 = 0.0021112196; | ||||
| 
 | ||||
|     vec4 color = COMPAT_TEXTURE(Source, texcoord) * sampleWeights1; | ||||
|     // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. | ||||
|     vec4 color = COMPAT_TEXTURE(Source, texcoord); | ||||
|     color = vec4(color.rgb, 1.0) * sampleWeights1; | ||||
| 
 | ||||
| // unroll the loop | ||||
|         color += COMPAT_TEXTURE(Source, texcoord + vec2(0.0, sampleOffsets2* VW * PIXEL_SIZE.y)) * sampleWeights2; | ||||
|  |  | |||
|  | @ -28,7 +28,9 @@ varying vec2 vTexCoord; | |||
| void main() | ||||
| { | ||||
|     vec4 dimColor = vec4(dimValue, dimValue, dimValue, 1.0); | ||||
|     vec4 color = texture2D(myTexture, vTexCoord) * dimColor; | ||||
|     vec4 color = texture2D(myTexture, vTexCoord); | ||||
|     // Alpha is handled differently depending on the graphics drivers, so set it explicitly to 1.0. | ||||
|     color = vec4(color.rgb, 1.0) * dimColor; | ||||
| 
 | ||||
|     gl_FragColor = color; | ||||
| } | ||||
|  |  | |||
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	 Leon Styhre
						Leon Styhre