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-rw-r--r--src/video_core/host_shaders/convert_abgr8_to_d24s8.frag4
-rw-r--r--src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag4
-rw-r--r--src/video_core/host_shaders/convert_r16g16_to_d24s8.frag4
3 files changed, 6 insertions, 6 deletions
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 f7657e50a..4e4ab6a26 100644
--- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
+++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag
@@ -3,7 +3,7 @@
3// Refer to the license.txt file included. 3// Refer to the license.txt file included.
4 4
5#version 450 5#version 450
6// #extension GL_ARB_shader_stencil_export : require 6#extension GL_ARB_shader_stencil_export : require
7 7
8layout(binding = 0) uniform sampler2D color_texture; 8layout(binding = 0) uniform sampler2D color_texture;
9 9
@@ -13,5 +13,5 @@ void main() {
13 uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b; 13 uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
14 14
15 gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f); 15 gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
16 // gl_FragStencilRefARB = int(color.a); 16 gl_FragStencilRefARB = int(color.a);
17} 17}
diff --git a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
index b7358c15c..2999a84cf 100644
--- a/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
+++ b/src/video_core/host_shaders/convert_b10g11r11_to_d24s8.frag
@@ -3,7 +3,7 @@
3// Refer to the license.txt file included. 3// Refer to the license.txt file included.
4 4
5#version 450 5#version 450
6// #extension GL_ARB_shader_stencil_export : require 6#extension GL_ARB_shader_stencil_export : require
7 7
8layout(binding = 0) uniform sampler2D color_texture; 8layout(binding = 0) uniform sampler2D color_texture;
9 9
@@ -15,5 +15,5 @@ void main() {
15 | (uint(color.r * (exp2(11) - 1.0f))); 15 | (uint(color.r * (exp2(11) - 1.0f)));
16 16
17 gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); 17 gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
18 // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); 18 gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
19} 19}
diff --git a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
index 7b1b914f6..3df70575e 100644
--- a/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
+++ b/src/video_core/host_shaders/convert_r16g16_to_d24s8.frag
@@ -3,7 +3,7 @@
3// Refer to the license.txt file included. 3// Refer to the license.txt file included.
4 4
5#version 450 5#version 450
6// #extension GL_ARB_shader_stencil_export : require 6#extension GL_ARB_shader_stencil_export : require
7 7
8layout(binding = 0) uniform sampler2D color_texture; 8layout(binding = 0) uniform sampler2D color_texture;
9 9
@@ -14,5 +14,5 @@ void main() {
14 | (uint(color.g * (exp2(16) - 1.0f)) << 16); 14 | (uint(color.g * (exp2(16) - 1.0f)) << 16);
15 15
16 gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f); 16 gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
17 // gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF); 17 gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
18} 18}