// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #version 450 precision mediump int; precision highp float; layout(binding = 0) uniform sampler2D depth_tex; layout(binding = 1) uniform usampler2D stencil_tex; layout(location = 0) out vec4 color; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); 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; highp uvec4 components = uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val); color.rgba = vec4(components) / (exp2(8.0) - 1.0); }