From 9522580380393ae9d9b121f335579c5cfa5134f3 Mon Sep 17 00:00:00 2001 From: 3gg <3gg@shellblade.net> Date: Wed, 21 Jun 2023 08:59:43 -0700 Subject: Update comment. --- gfx/shaders/view_texture.frag | 6 +++--- 1 file 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; void main() { - // My OpenGL driver seems to be ignoring GL_NEAREST for - // GL_TEXTURE_MAG_FILTER and still applies bilinear sampling. Use texelFetch - // instead of texture() instead. + // There is a question here whether we want to view the texture through the + // sampler or unfiltered. Prefer the latter for now. + //vec3 colour = texture(Texture, Texcoord).rgb; ivec2 st = ivec2(Texcoord * vec2(textureSize(Texture, 0))); vec3 colour = texelFetch(Texture, st, 0).rgb; Colour = vec4(pow(colour, vec3(1.0 / 2.2)), 1.0); -- cgit v1.2.3