From b96caf200d047b81554c3839c7a6a7c35b251944 Mon Sep 17 00:00:00 2001 From: Fernando Sahmkow Date: Sun, 21 Nov 2021 20:52:39 +0100 Subject: HostShaders: Fix D24S8 convertion shaders. --- src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'src/video_core/host_shaders/convert_abgr8_to_d24s8.frag') diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index 4e4ab6a26..d51397a0c 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -10,8 +10,9 @@ layout(binding = 0) uniform sampler2D color_texture; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); - uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; + uvec4 bytes = color << uvec4(24, 16, 8, 0); + uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; - gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); - gl_FragStencilRefARB = int(color.a); + gl_FragDepth = float(depth_stencil_unorm & 0x00FFFFFFu) / (exp2(24.0) - 1.0f); + gl_FragStencilRefARB = int(depth_stencil_unorm >> 24); } -- cgit v1.2.3