Texture Cache: Correct conversion shaders.
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0902119302
commit
1e474fb9d1
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@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture;
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void main() {
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void main() {
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ivec2 coord = ivec2(gl_FragCoord.xy);
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ivec2 coord = ivec2(gl_FragCoord.xy);
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
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uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f));
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uvec4 bytes = color << uvec4(24, 16, 8, 0);
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uvec4 bytes = color << uvec4(24, 16, 8, 0);
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uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
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uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
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@ -19,5 +19,5 @@ void main() {
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
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highp uvec4 components =
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highp uvec4 components =
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uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
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uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
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color = vec4(components) / (exp2(8.0) - 1.0);
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color.abgr = vec4(components) / (exp2(8.0) - 1.0);
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}
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}
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