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author | Feng Chen <vonchenplus@gmail.com> | 2023-08-23 17:14:37 +0200 |
---|---|---|
committer | Feng Chen <vonchenplus@gmail.com> | 2023-09-07 12:01:36 +0200 |
commit | e69eebb14a98cf678940ae113abb313ee0284911 (patch) | |
tree | 4930595a70a443f4ee758243e0f937150ec7cc16 | |
parent | video_core: Add missing scissor update when viewport scale offset disable (diff) | |
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-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; |