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The difference is in the way blending/rendering works for the RT; sampling is consistent. Disabling blending when drawing to it makes it work the same on both. |
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Let's add this when gpu is ready, we should make sure it works there first. |
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I vaguely recall this working in XNA - I think escape goat 2 used it.
Right now it works for D3D11 and Vulkan with this change, but the behavior is different when sampling from the resulting RT.
D3D11:

Vulkan:

Maybe an sRGB vs linear thing? Not sure.