BAHAHAHHHH

HARK HARK HARK
This commit is contained in:
Arisotura 2019-05-16 20:58:07 +02:00
parent c81bcccadc
commit c1746f0c60
8 changed files with 225 additions and 86 deletions

View File

@ -254,7 +254,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
FBScale[0] = accel ? 0 : topscale;
int fbsize;
if (accel) fbsize = 256*3 * 192;
if (accel) fbsize = (256*3 + 1) * 192;
else fbsize = (256 * 192) << (FBScale[0] * 2);
if (Framebuffer[0][0]) delete[] Framebuffer[0][0];
if (Framebuffer[1][0]) delete[] Framebuffer[1][0];
@ -283,7 +283,7 @@ void SetDisplaySettings(int topscale, int bottomscale, bool accel)
FBScale[1] = accel ? 0 : bottomscale;
int fbsize;
if (accel) fbsize = 256*3 * 192;
if (accel) fbsize = (256*3 + 1) * 192;
else fbsize = (256 * 192) << (FBScale[1] * 2);
if (Framebuffer[0][1]) delete[] Framebuffer[0][1];
if (Framebuffer[1][1]) delete[] Framebuffer[1][1];

View File

@ -626,7 +626,7 @@ u32 GPU2D::ColorBrightnessDown(u32 val, u32 factor)
void GPU2D::DrawScanline(u32 line)
{
int stride = Accelerated ? (256*3) : LineStride;
int stride = Accelerated ? (256*3 + 1) : LineStride;
u32* dst = &Framebuffer[stride * line];
int n3dline = line;
@ -787,7 +787,17 @@ void GPU2D::DrawScanline(u32 line)
DoCapture(line, capwidth);
}
if (Accelerated) return;
if (Accelerated)
{
u32 ctl = (BlendCnt & 0x3FFF);
ctl |= ((DispCnt & 0x30000) >> 2);
ctl |= (EVA << 16);
ctl |= (EVB << 21);
ctl |= (EVY << 26);
dst[256*3] = ctl;
return;
}
// master brightness
if (dispmode != 0)
@ -1367,6 +1377,13 @@ void GPU2D::DrawScanline_Mode1(u32 line)
}
}
}
else
{
for (int i = 0; i < 256; i++)
{
BGOBJLine[i] |= ((WindowMask[i] & 0x20) << 18);
}
}
if (BGMosaicY >= BGMosaicYMax)
{
@ -1471,11 +1488,13 @@ void GPU2D::DrawBG_3D()
{
for (; i < iend; i++)
{
int pos = xoff++;
if (!(WindowMask[i] & 0x01)) continue;
BGOBJLine[i+512] = BGOBJLine[i+256];
BGOBJLine[i+256] = BGOBJLine[i];
BGOBJLine[i] = 0x40000000; // 3D-layer placeholder
BGOBJLine[i] = 0x40000000 | pos; // 3D-layer placeholder
}
}
else if (LineScale == 1)

View File

@ -612,6 +612,11 @@ void SetDisplaySettings(int scale, bool accel)
GLRenderer43::SetDisplaySettings(scale, accel);
}
int GetScale()
{
return GLRenderer43::GetScale();
}
void MatrixLoadIdentity(s32* m)
@ -2441,6 +2446,11 @@ u32* GetLine(int line)
return GLRenderer43::GetLine(line);
}
void SetupAccelFrame()
{
GLRenderer43::SetupAccelFrame();
}
void WriteToGXFIFO(u32 val)
{

View File

@ -98,6 +98,7 @@ void DoSavestate(Savestate* file);
void SetEnabled(bool geometry, bool rendering);
void SetDisplaySettings(int scale, bool accel);
int GetScale();
void ExecuteCommand();
@ -129,6 +130,7 @@ void DeInit();
void Reset();
void SetDisplaySettings(int scale, bool accel);
int GetScale();
void SetupRenderThread();
@ -147,6 +149,7 @@ void DeInit();
void Reset();
void SetDisplaySettings(int scale, bool accel);
int GetScale();
void VCount144();
void RenderFrame();

View File

@ -100,7 +100,8 @@ int ScaleFactor;
bool Accelerated;
int ScreenW, ScreenH;
GLuint FramebufferTex[4];
GLuint FramebufferTex[6];
int FrontBuffer;
GLuint FramebufferID[2], PixelbufferID;
u32* Framebuffer = NULL;
@ -262,8 +263,10 @@ bool Init()
glGenFramebuffers(2, &FramebufferID[0]);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
// color buffer
glGenTextures(4, &FramebufferTex[0]);
glGenTextures(6, &FramebufferTex[0]);
FrontBuffer = 0;
// color buffers
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
@ -271,33 +274,39 @@ bool Init()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[0], 0);
// depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[1], 0);
// depth/stencil buffer
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, FramebufferTex[4], 0);
// attribute buffer
// R: opaque polyID (for edgemarking)
// G: opaque polyID (for shadows, suppressed when rendering translucent polygons)
// B: stencil flag
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[5], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1, FramebufferTex[2], 0);
// downscale framebuffer, for antialiased mode
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[1]);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[3], 0);
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[2], 0);
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
@ -330,7 +339,7 @@ bool Init()
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB5_A1, 1024, 48, 0, GL_RGBA, GL_UNSIGNED_SHORT_1_5_5_5_REV, NULL);
glActiveTexture(GL_TEXTURE2);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]); // opaque polyID / shadow bits
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]); // opaque polyID / shadow bits
return true;
}
@ -357,11 +366,13 @@ void SetDisplaySettings(int scale, bool accel)
glBindTexture(GL_TEXTURE_2D, FramebufferTex[0]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[1]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW, ScreenH, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[2]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[3]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, ScreenW/2, ScreenH/2, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[4]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH24_STENCIL8, ScreenW, ScreenH, 0, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, NULL);
glBindTexture(GL_TEXTURE_2D, FramebufferTex[5]);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB8UI, ScreenW, ScreenH, 0, GL_RGB_INTEGER, GL_UNSIGNED_BYTE, NULL);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (accel) glBufferData(GL_PIXEL_PACK_BUFFER, ScreenW*ScreenH*4, NULL, GL_DYNAMIC_READ);
@ -372,6 +383,11 @@ void SetDisplaySettings(int scale, bool accel)
else Framebuffer = new u32[ScreenW*ScreenH];
}
int GetScale()
{
return ScaleFactor;
}
void SetupPolygon(RendererPolygon* rp, Polygon* polygon)
{
@ -756,6 +772,12 @@ void RenderFrame()
glColorMaski(0, GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glColorMaski(1, GL_TRUE, GL_TRUE, GL_TRUE, GL_FALSE);
if (Accelerated)
{
int backbuf = FrontBuffer ? 0 : 1;
glFramebufferTexture(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, FramebufferTex[backbuf], 0);
}
// clear buffers
// TODO: clear bitmap
// TODO: check whether 'clear polygon ID' affects translucent polyID
@ -818,15 +840,7 @@ void RenderFrame()
glBindBuffer(GL_ARRAY_BUFFER, VertexBufferID);
glBufferSubData(GL_ARRAY_BUFFER, 0, NumVertices*7*4, VertexBuffer);
if (!ChunkedRendering)
{
RenderSceneChunk(0, 192);
}
else
{
glEnable(GL_SCISSOR_TEST);
RenderSceneChunk(0, 48);
}
RenderSceneChunk(0, 192);
}
if (false)
@ -842,63 +856,24 @@ void RenderFrame()
glBindFramebuffer(GL_FRAMEBUFFER, FramebufferID[0]);
}
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (!Accelerated)
{
glReadBuffer(GL_COLOR_ATTACHMENT0);
glBindBuffer(GL_PIXEL_PACK_BUFFER, PixelbufferID);
if (!ChunkedRendering)
glReadPixels(0, 0, 256<<ScaleFactor, 192<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
else
glReadPixels(0, 0, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
}
u32* GetLine(int line)
{
int stride = 256 << (ScaleFactor*2);
if (!ChunkedRendering)
if (line == 0)
{
if (line == 0)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
}
else
{
if (line == 0)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(48, 48);
glReadPixels(0, 48<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 48)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*48], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(96, 48);
glReadPixels(0, 96<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 96)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*96], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
if (RenderNumPolygons) RenderSceneChunk(144, 48);
glReadPixels(0, 144<<ScaleFactor, 256<<ScaleFactor, 48<<ScaleFactor, GL_BGRA, GL_UNSIGNED_BYTE, NULL);
}
else if (line == 144)
{
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*144], data, 4*stride*48);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u8* data = (u8*)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
if (data) memcpy(&Framebuffer[stride*0], data, 4*stride*192);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
}
u64* ptr = (u64*)&Framebuffer[stride * line];
@ -915,7 +890,8 @@ u32* GetLine(int line)
void SetupAccelFrame()
{
//
glBindTexture(GL_TEXTURE_2D, FramebufferTex[FrontBuffer]);
FrontBuffer = FrontBuffer ? 0 : 1;
}
}

View File

@ -143,6 +143,11 @@ void SetDisplaySettings(int scale, bool accel)
printf("SOFT RENDERER SCALE FACTOR: TODO!!!\n");
}
int GetScale()
{
return 0;
}
// Notes on the interpolator:

View File

@ -104,6 +104,7 @@ GLuint GL_ScreenShader[3];
struct
{
float uScreenSize[2];
u32 u3DScale;
u32 uFilterMode;
} GL_ShaderConfig;
@ -217,6 +218,7 @@ void GLDrawing_DrawScreen()
GL_ShaderConfig.uScreenSize[0] = WindowWidth;
GL_ShaderConfig.uScreenSize[1] = WindowHeight;
GL_ShaderConfig.u3DScale = 1 << GPU3D::GetScale();
glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO);
void* unibuf = glMapBuffer(GL_UNIFORM_BUFFER, GL_WRITE_ONLY);
@ -342,7 +344,7 @@ void GLDrawing_DrawScreen()
OpenGL_UseShaderProgram(GL_ScreenShader);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
glBindFramebuffer(GL_FRAMEBUFFER, 0);
glClearColor(0, 0, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
@ -353,11 +355,14 @@ void GLDrawing_DrawScreen()
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256<<ScreenScale[1], 192<<ScreenScale[1], GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);*/
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3, 192, GL_RGBA_INTEGER,
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][0]);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3, 192, GL_RGBA_INTEGER,
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 768, 256*3 + 1, 192, GL_RGBA_INTEGER,
GL_UNSIGNED_BYTE, GPU::Framebuffer[frontbuf][1]);
glActiveTexture(GL_TEXTURE1);
GPU3D::SetupAccelFrame();
glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID);
glBindVertexArray(GL_ScreenVertexArrayID);
glDrawArrays(GL_TRIANGLES, 0, 4*3);

View File

@ -24,6 +24,7 @@ const char* kScreenVS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
@ -50,10 +51,12 @@ const char* kScreenFS = R"(#version 420
layout(std140, binding=0) uniform uConfig
{
vec2 uScreenSize;
uint u3DScale;
uint uFilterMode;
};
layout(binding=0) uniform usampler2D ScreenTex;
layout(binding=1) uniform sampler2D _3DTex;
smooth in vec2 fTexcoord;
@ -63,9 +66,127 @@ void main()
{
uvec4 pixel = texelFetch(ScreenTex, ivec2(fTexcoord), 0);
// bit0-13: BLDCNT
// bit14-15: DISPCNT display mode
// bit16-20: EVA
// bit21-25: EVB
// bit26-30: EVY
uvec4 ctl = texelFetch(ScreenTex, ivec2(256*3, int(fTexcoord.y)), 0);
uint dispmode = (ctl.g >> 6) & 0x3;
if (dispmode == 1)
{
uint eva = ctl.b & 0x1F;
uint evb = (ctl.b >> 5) | ((ctl.a & 0x03) << 3);
uint evy = ctl.a >> 2;
uvec4 top = pixel;
uvec4 mid = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(256,0), 0);
uvec4 bot = texelFetch(ScreenTex, ivec2(fTexcoord) + ivec2(512,0), 0);
uint winmask = top.b >> 7;
if ((top.a & 0x40) != 0)
{
float xpos = top.r + fract(fTexcoord.x);
uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0) { top = _3dpix; top.a |= 0x40; bot = mid; }
else top = mid;
}
else if ((mid.a & 0x40) != 0)
{
float xpos = mid.r + fract(fTexcoord.x);
uvec4 _3dpix = uvec4(texelFetch(_3DTex, ivec2(vec2(xpos, fTexcoord.y)*u3DScale), 0).bgra
* vec4(63,63,63,31));
if (_3dpix.a > 0) { bot = _3dpix; bot.a |= 0x40; }
}
else
{
// conditional texture fetch no good for performance, apparently
//texelFetch(_3DTex, ivec2(0, fTexcoord.y*2), 0);
bot = mid;
}
top.b &= 0x3F;
bot.b &= 0x3F;
uint target2;
if ((bot.a & 0x80) != 0) target2 = 0x10;
else if ((bot.a & 0x40) != 0) target2 = 0x01;
else target2 = bot.a;
bool t2pass = ((ctl.g & target2) != 0);
uint coloreffect = 0;
if ((top.a & 0x80) != 0 && t2pass)
{
// sprite blending
coloreffect = 1;
if ((top.a & 0x40) != 0)
{
eva = top.a & 0x1F;
evb = 16 - eva;
}
}
else if ((top.a & 0x40) != 0 && t2pass)
{
// 3D layer blending
coloreffect = 4;
eva = (top.a & 0x1F) + 1;
evb = 32 - eva;
}
else
{
if ((top.a & 0x80) != 0) top.a = 0x10;
else if ((top.a & 0x40) != 0) top.a = 0x01;
if ((ctl.r & top.a) != 0 && winmask != 0)
{
uint effect = ctl.r >> 6;
if ((effect != 1) || t2pass) coloreffect = effect;
}
}
if (coloreffect == 0)
{
pixel = top;
}
else if (coloreffect == 1)
{
pixel = ((top * eva) + (bot * evb)) >> 4;
pixel = min(pixel, 0x3F);
}
else if (coloreffect == 2)
{
pixel = top;
pixel += ((uvec4(0x3F,0x3F,0x3F,0) - pixel) * evy) >> 4;
}
else if (coloreffect == 3)
{
pixel = top;
pixel -= (pixel * evy) >> 4;
}
else
{
pixel = ((top * eva) + (bot * evb)) >> 5;
if (eva <= 16) pixel += uvec4(1,1,1,0);
pixel = min(pixel, 0x3F);
}
}
pixel.rgb <<= 2;
pixel.rgb |= (pixel.rgb >> 6);
// TODO: filters
oColor = vec4(vec3(pixel.bgr) / 255.0, 1.0);
oColor = vec4(vec3(pixel.rgb) / 255.0, 1.0);
//oColor = texelFetch(_3DTex, ivec2(fTexcoord*4), 0).bgra;
}
)";