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renderdoc/renderdoc/data
baldurk 95a70bf0fc Ditch explicit linear or point sampling in gl tex display shader
* It's handled already on the C++ side by binding a point or linear sampler
  to that slot, but also it seems that it's not well defined (that I can
  see) if texelFetch should sRGB decode or not. On nvidia it seems to, but
  on AMD it seems like it doesn't do the decode.
2014-12-05 10:00:28 +00:00
..
2014-11-14 14:16:05 +00:00