Slightly more accurate, likely going to have to change how paletted textures work
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@@ -9,7 +9,7 @@
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#ifdef DUSK_OPENGL_LEGACY
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shaderdefinition_t SHADER_UNLIT_DEFINITION = { 0 };
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#elifdef DUSK_OPENGL_ES
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#elif defined(DUSK_OPENGL_ES)
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shaderdefinition_t SHADER_UNLIT_DEFINITION = {
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.vert =
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"#version 300 es\n"
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@@ -38,7 +38,7 @@
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"out vec4 FragColor;\n"
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"void main() {\n"
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" vec4 texColor = texture(u_Texture, v_TexCoord);\n"
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" uint index = uint(floor(texColor.r * 255.0));\n"
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" uint index = uint(clamp(texColor.r * 255.0 + 0.5, 0.0, 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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@@ -84,7 +84,6 @@
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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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// " FragColor = paletteColor * v_Color;\n"
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"}\n"
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};
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#endif
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