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Texture Cache: Correct conversion shaders.

This commit is contained in:
Fernando Sahmkow 2021-11-22 00:21:42 +01:00
parent 0902119302
commit 1e474fb9d1
2 changed files with 2 additions and 2 deletions

View File

@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture;
void main() { void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f));
uvec4 bytes = color << uvec4(24, 16, 8, 0); uvec4 bytes = color << uvec4(24, 16, 8, 0);
uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;

View File

@ -19,5 +19,5 @@ void main() {
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
highp uvec4 components = highp uvec4 components =
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu); uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
color = vec4(components) / (exp2(8.0) - 1.0); color.abgr = vec4(components) / (exp2(8.0) - 1.0);
} }