From be8988b1a3e3632a3a976173386c7651f8779618 Mon Sep 17 00:00:00 2001 From: AzaezelX Date: Sun, 1 Nov 2020 20:19:49 -0600 Subject: [PATCH] remove gl side TORQUE_HDR_RGB16 macros. doesn't exist DX side, and seemed to be causing issues --- .../game/core/rendering/shaders/gl/torque.glsl | 15 ++------------- 1 file changed, 2 insertions(+), 13 deletions(-) diff --git a/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl b/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl index 7740ab867..75d79bd66 100644 --- a/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl +++ b/Templates/BaseGame/game/core/rendering/shaders/gl/torque.glsl @@ -166,20 +166,13 @@ vec2 parallaxOffsetDxtnm(sampler2D texMap, vec2 texCoord, vec3 negViewTS, float return offset; } - -/// The maximum value for 16bit per component integer HDR encoding. -const float HDR_RGB16_MAX = 100.0; /// The maximum value for 10bit per component integer HDR encoding. const float HDR_RGB10_MAX = 4.0; /// Encodes an HDR color for storage into a target. vec3 hdrEncode( vec3 _sample ) { - #if defined( TORQUE_HDR_RGB16 ) - - return _sample / HDR_RGB16_MAX; - - #elif defined( TORQUE_HDR_RGB10 ) + #if defined( TORQUE_HDR_RGB10 ) return _sample / HDR_RGB10_MAX; @@ -200,11 +193,7 @@ vec4 hdrEncode( vec4 _sample ) /// Decodes an HDR color from a target. vec3 hdrDecode( vec3 _sample ) { - #if defined( TORQUE_HDR_RGB16 ) - - return _sample * HDR_RGB16_MAX; - - #elif defined( TORQUE_HDR_RGB10 ) + #if defined( TORQUE_HDR_RGB10 ) return _sample * HDR_RGB10_MAX;