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authorliamwhite <liamwhite@users.noreply.github.com>2023-10-17 17:48:44 +0200
committerGitHub <noreply@github.com>2023-10-17 17:48:44 +0200
commitb577d7a55f476464fb7bc3616e3781fae2be01c3 (patch)
tree4857d8227fb19dd73e33877b74904973e5f7e8ac /src/video_core/host_shaders
parentMerge pull request #11788 from Squall-Leonhart/IFREMOVED (diff)
parentvideo_core: Fix d24r8/s8d24 convert shader build error in moltenvk (diff)
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Diffstat (limited to 'src/video_core/host_shaders')
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_abgr8.frag8
-rw-r--r--src/video_core/host_shaders/convert_s8d24_to_abgr8.frag8
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;