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authorFeng Chen <vonchenplus@gmail.com>2023-08-23 17:14:37 +0200
committerFeng Chen <vonchenplus@gmail.com>2023-09-07 12:01:36 +0200
commite69eebb14a98cf678940ae113abb313ee0284911 (patch)
tree4930595a70a443f4ee758243e0f937150ec7cc16
parentvideo_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.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;