I have implemented depth texture and getting different outputs on 2 different drivers.
I am reading all channels in texture() in fragment shader :
“color = color + texelFetch(tk_diffuseMap, ivec3(tmp), i);”
In this case I get a red and grey image on A and B respectively. If I read red channel and replicate it to all the 4 channels I get a grey image on A like:
“color = color + vec4(texelFetch(tk_diffuseMap, ivec3(tmp), i).x)”.
Which one is correct?



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