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author | Squall-Leonhart <danialhorton@hotmail.com> | 2023-10-16 17:38:07 +0200 |
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committer | Squall-Leonhart <danialhorton@hotmail.com> | 2023-10-16 17:42:40 +0200 |
commit | 326ebbb2fa87f7e4006e1434649ba1f48b4bebfa (patch) | |
tree | 96cf6f308e067b0c4157008ce7a6bca2f7c5bd65 /src/video_core/host_shaders/convert_abgr8_to_d32f.frag | |
parent | Make Clang happy. (diff) | |
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Diffstat (limited to 'src/video_core/host_shaders/convert_abgr8_to_d32f.frag')
-rw-r--r-- | src/video_core/host_shaders/convert_abgr8_to_d32f.frag | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d32f.frag b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag index a1880b916..095b910c2 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d32f.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d32f.frag @@ -1,4 +1,4 @@ -// SPDX-FileCopyrightText: Copyright 2023 Your Project +// SPDX-FileCopyrightText: Copyright 2023 yuzu Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #version 450 @@ -9,10 +9,7 @@ void main() { ivec2 coord = ivec2(gl_FragCoord.xy); vec4 color = texelFetch(color_texture, coord, 0).abgr; - uvec4 bytes = uvec4(color * (exp2(8) - 1.0f)) << uvec4(24, 16, 8, 0); - uint depth_unorm = bytes.x | bytes.y | bytes.z | bytes.w; + float value = color.a * (color.r + color.g + color.b) / 3.0f; - float depth_float = uintBitsToFloat(depth_unorm); - - gl_FragDepth = depth_float; + gl_FragDepth = value; } |