gl: use red for single channel textures instead of alpha on GLES3
Only GLES2 needs to use the alpha channel. glTexStorage2D only supports red. Issue #1391
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@ -49,7 +49,7 @@ const char* ShaderCompatSource = R"(
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#if TARGET_GL == GLES3
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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#define FOG_CHANNEL a
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#define FOG_CHANNEL r
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#elif TARGET_GL == GL3
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out highp vec4 FragColor;
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#define gl_FragColor FragColor
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@ -554,6 +554,7 @@ void findGLVersion()
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gl.border_clamp_supported = true;
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gl.prim_restart_supported = false;
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gl.prim_restart_fixed_supported = true;
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gl.single_channel_format = GL_RED;
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}
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else
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{
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@ -562,8 +563,8 @@ void findGLVersion()
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gl.index_type = GL_UNSIGNED_SHORT;
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gl.prim_restart_supported = false;
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gl.prim_restart_fixed_supported = false;
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gl.single_channel_format = GL_ALPHA;
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}
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gl.single_channel_format = GL_ALPHA;
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const char *extensions = (const char *)glGetString(GL_EXTENSIONS);
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if (strstr(extensions, "GL_OES_packed_depth_stencil") != NULL)
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gl.GL_OES_packed_depth_stencil_supported = true;
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