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-rw-r--r--src/video_core/host_shaders/CMakeLists.txt1
-rw-r--r--src/video_core/host_shaders/convert_abgr8_to_d32f.frag18
2 files changed, 19 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/CMakeLists.txt b/src/video_core/host_shaders/CMakeLists.txt
index cf20f39f0..cff8e38d6 100644
--- a/src/video_core/host_shaders/CMakeLists.txt
+++ b/src/video_core/host_shaders/CMakeLists.txt
@@ -19,6 +19,7 @@ set(SHADER_FILES
block_linear_unswizzle_2d.comp
block_linear_unswizzle_3d.comp
convert_abgr8_to_d24s8.frag
+ convert_abgr8_to_d32f.frag
convert_d32f_to_abgr8.frag
convert_d32f_to_bgra8.frag
convert_d24s8_to_abgr8.frag
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d32f.frag b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag
new file mode 100644
index 000000000..a1880b916
--- /dev/null
+++ b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag
@@ -0,0 +1,18 @@
+// SPDX-FileCopyrightText: Copyright 2023 Your Project
+// SPDX-License-Identifier: GPL-2.0-or-later
+
+#version 450
+
+layout(binding = 0) uniform sampler2D color_texture;
+
+void main() {
+ ivec2 coord = ivec2(gl_FragCoord.xy);
+ vec4 color = texelFetch(color_texture, coord, 0).abgr;
+
+ uvec4 bytes = uvec4(color * (exp2(8) - 1.0f)) << uvec4(24, 16, 8, 0);
+ uint depth_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
+
+ float depth_float = uintBitsToFloat(depth_unorm);
+
+ gl_FragDepth = depth_float;
+}