Fixed knulli rendering
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@@ -122,7 +122,7 @@
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// Uniforms
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"uniform sampler2D u_Texture;\n"
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"uniform int u_TextureType;\n"
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"uniform vec4 u_Colors[256];\n"// For paletted textures.
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"uniform uint u_Colors[256];\n"// For paletted textures.
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"uniform int u_ColorCount;\n"
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// Fragment shader inputs
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"in vec4 v_Color;\n"
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@@ -140,8 +140,13 @@
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" }\n"
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" if(u_TextureType == 2) {\n"// Paletted texture
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" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
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" int index = int(floor(texColor.r * 255.0));\n"
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" vec4 paletteColor = u_Colors[index];\n"
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" uint index = uint(floor(texColor.r * 255.0));\n"
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" uint palColor = u_Colors[index];\n"
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" float r = float((palColor >> 24) & 0xFFu) / 255.0;\n"
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" float g = float((palColor >> 16) & 0xFFu) / 255.0;\n"
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" float b = float((palColor >> 8) & 0xFFu) / 255.0;\n"
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" float a = float((palColor >> 0) & 0xFFu) / 255.0;\n"
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" vec4 paletteColor = vec4(r, g, b, a);\n"
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" FragColor = paletteColor;\n"
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" return;\n"
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" }\n"
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