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| author | Franco M <francomaro@gmail.com> | 2023-10-18 01:06:58 -0300 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-10-18 01:06:58 -0300 |
| commit | 59b6ada7b7ef44ca883613567459b7156e55e1c8 (patch) | |
| tree | ab8892a2edf7ef24be813ce45726ed9f053a48fd /src/video_core/host_shaders | |
| parent | 9908434c14d68faa7fde933258aafd7da15b3b3b (diff) | |
| parent | bd05ace08d04fe42b9cc94dae611adf2859d7c99 (diff) | |
Merge branch 'yuzu-emu:master' into new-shortcut
Diffstat (limited to 'src/video_core/host_shaders')
| -rw-r--r-- | src/video_core/host_shaders/convert_d24s8_to_abgr8.frag | 8 | ||||
| -rw-r--r-- | src/video_core/host_shaders/convert_s8d24_to_abgr8.frag | 8 |
2 files changed, 8 insertions, 8 deletions
diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag index d33131d7c..b81a54056 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag @@ -3,16 +3,16 @@ #version 450 +precision mediump int; +precision highp float; + layout(binding = 0) uniform sampler2D depth_tex; -layout(binding = 1) uniform isampler2D stencil_tex; +layout(binding = 1) uniform usampler2D stencil_tex; layout(location = 0) out vec4 color; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); - uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); - uint stencil = uint(textureLod(stencil_tex, coord, 0).r); - highp uint depth_val = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; diff --git a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag index 31db7d426..6a457981d 100644 --- a/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag +++ b/src/video_core/host_shaders/convert_s8d24_to_abgr8.frag @@ -3,16 +3,16 @@ #version 450 +precision mediump int; +precision highp float; + layout(binding = 0) uniform sampler2D depth_tex; -layout(binding = 1) uniform isampler2D stencil_tex; +layout(binding = 1) uniform usampler2D stencil_tex; layout(location = 0) out vec4 color; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); - uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f)); - uint stencil = uint(textureLod(stencil_tex, coord, 0).r); - highp uint depth_val = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0)); lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; |
