Texture Cache: Correct conversion shaders.
This commit is contained in:
		| @@ -9,7 +9,7 @@ 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)); | ||||
|     uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f)); | ||||
|     uvec4 bytes = color << uvec4(24, 16, 8, 0); | ||||
|     uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; | ||||
|  | ||||
|   | ||||
| @@ -19,5 +19,5 @@ void main() { | ||||
|     lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; | ||||
|     highp uvec4 components = | ||||
|         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); | ||||
| } | ||||
|   | ||||
		Reference in New Issue
	
	Block a user
	 Fernando Sahmkow
					Fernando Sahmkow