Switch to GL_TEXTURE_2D for lighting LUT

This commit is contained in:
offtkp
2024-07-09 20:51:09 +03:00
parent 1b071b62fa
commit a3886a948f
3 changed files with 15 additions and 16 deletions

View File

@@ -27,7 +27,7 @@ uniform bool u_depthmapEnable;
uniform sampler2D u_tex0;
uniform sampler2D u_tex1;
uniform sampler2D u_tex2;
uniform sampler1DArray u_tex_lighting_lut;
uniform sampler2D u_tex_lighting_lut;
uniform uint u_picaRegs[0x200 - 0x48];
@@ -145,9 +145,9 @@ vec4 tevCalculateCombiner(int tev_id) {
#define RR_LUT 6u
float lutLookup(uint lut, uint light, float value) {
if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1;
if (lut == SP_LUT) lut = light + 8;
return texture(u_tex_lighting_lut, vec2(value, lut)).r;
if (lut >= FR_LUT && lut <= RR_LUT) lut -= 1u;
if (lut == SP_LUT) lut = light + 8u;
return texelFetch(u_tex_lighting_lut, ivec2(int(value * 256.0), lut), 0).r;
}
vec3 regToColor(uint reg) {