it seems txindex does not have enough precision, the seccond texelFetch retuns bad color.
Code: Select all
" vec4 txindex = texelFetch( s_texture, ivec2(int(v_texcoord.x),int(v_texcoord.y)) ,0 );\n" " vec4 txcol = texelFetch( s_color, ivec2( ( int(txindex.g*65280.0) | int(txindex.r*255.0)) ,0 ) , 0 );\n"
This code works fine on Snapdragon and Tegra X1. Is there anyone know how can manage this issue?
Entire code is here.
https://github.com/devmiyax/yabause/blo ... shaderes.c
Thanks in advance.