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	Merge pull request #560 from Lemmmy/lemmmy/fix-monitor-tbo
Fix TBO normalisation issues on old GPUs
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		| @@ -69,7 +69,7 @@ public final class ClientMonitor extends ClientTerminal | |||||||
|                 GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW ); |                 GL15.glBufferData( GL31.GL_TEXTURE_BUFFER, 0, GL15.GL_STATIC_DRAW ); | ||||||
|                 tboTexture = GlStateManager.genTexture(); |                 tboTexture = GlStateManager.genTexture(); | ||||||
|                 GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture ); |                 GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, tboTexture ); | ||||||
|                 GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8, tboBuffer ); |                 GL31.glTexBuffer( GL31.GL_TEXTURE_BUFFER, GL30.GL_R8UI, tboBuffer ); | ||||||
|                 GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 ); |                 GL11.glBindTexture( GL31.GL_TEXTURE_BUFFER, 0 ); | ||||||
|  |  | ||||||
|                 GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 ); |                 GlStateManager.bindBuffer( GL31.GL_TEXTURE_BUFFER, 0 ); | ||||||
|   | |||||||
| @@ -6,7 +6,7 @@ | |||||||
| uniform sampler2D u_font; | uniform sampler2D u_font; | ||||||
| uniform int u_width; | uniform int u_width; | ||||||
| uniform int u_height; | uniform int u_height; | ||||||
| uniform samplerBuffer u_tbo; | uniform usamplerBuffer u_tbo; | ||||||
| uniform vec3 u_palette[16]; | uniform vec3 u_palette[16]; | ||||||
|  |  | ||||||
| in vec2 f_pos; | in vec2 f_pos; | ||||||
| @@ -30,9 +30,9 @@ void main() { | |||||||
|     vec2 outside = step(vec2(0.0, 0.0), vec2(cell)) * step(vec2(cell), vec2(float(u_width) - 1.0, float(u_height) - 1.0)); |     vec2 outside = step(vec2(0.0, 0.0), vec2(cell)) * step(vec2(cell), vec2(float(u_width) - 1.0, float(u_height) - 1.0)); | ||||||
|     float mult = outside.x * outside.y; |     float mult = outside.x * outside.y; | ||||||
|  |  | ||||||
|     int character = int(texelFetch(u_tbo, index).r * 255.0); |     int character = int(texelFetch(u_tbo, index).r); | ||||||
|     int fg = int(texelFetch(u_tbo, index + 1).r * 255.0); |     int fg = int(texelFetch(u_tbo, index + 1).r); | ||||||
|     int bg = int(texelFetch(u_tbo, index + 2).r * 255.0); |     int bg = int(texelFetch(u_tbo, index + 2).r); | ||||||
|  |  | ||||||
|     vec2 pos = (term_pos - corner) * vec2(FONT_WIDTH, FONT_HEIGHT); |     vec2 pos = (term_pos - corner) * vec2(FONT_WIDTH, FONT_HEIGHT); | ||||||
|     vec4 img = texture(u_font, (texture_corner(character) + pos) / 256.0); |     vec4 img = texture(u_font, (texture_corner(character) + pos) / 256.0); | ||||||
|   | |||||||
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	 Jonathan Coates
					Jonathan Coates