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use texelfetch instead of texturelod

pull/15/merge
Squall-Leonhart 2 years ago
parent
commit
12e4757cf3
  1. 2
      src/video_core/host_shaders/convert_d32f_to_abgr8.frag
  2. 2
      src/video_core/host_shaders/convert_d32f_to_bgra8.frag

2
src/video_core/host_shaders/convert_d32f_to_abgr8.frag

@ -9,6 +9,6 @@ layout(location = 0) out vec4 color;
void main() { void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
float depth = textureLod(depth_tex, coord, 0).r;
float depth = texelFetch(depth_tex, coord, 0).r;
color = vec4(depth, depth, depth, 1.0); color = vec4(depth, depth, depth, 1.0);
} }

2
src/video_core/host_shaders/convert_d32f_to_bgra8.frag

@ -9,7 +9,7 @@ layout(location = 0) out vec4 color;
void main() { void main() {
ivec2 coord = ivec2(gl_FragCoord.xy); ivec2 coord = ivec2(gl_FragCoord.xy);
float depth = textureLod(depth_tex, coord, 0).r;
float depth = texelFetch(depth_tex, coord, 0).r;
color = vec4(depth, depth, depth, 1.0); color = vec4(depth, depth, depth, 1.0);
color = color.bgra; // Swap color channels for BGRA format color = color.bgra; // Swap color channels for BGRA format
} }
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