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authorFernando Sahmkow <fsahmkow27@gmail.com>2021-11-19 06:27:44 +0100
committerFernando Sahmkow <fsahmkow27@gmail.com>2021-11-19 06:27:44 +0100
commitb805c7bf058c6da04620cf75880509bdf6d5986c (patch)
treed065140ca6f9e6c7658367ce4f4f6923ae1f1a01 /src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
parentTextureCache: force same image format when resolving an image. (diff)
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Diffstat (limited to 'src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag')
-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag21
1 files changed, 21 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
new file mode 100644
index 000000000..c743d3a13
--- /dev/null
+++ b/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
@@ -0,0 +1,21 @@
+// Copyright 2021 yuzu Emulator Project
+// Licensed under GPLv2 or any later version
+// Refer to the license.txt file included.
+
+#version 450
+
+layout(binding = 0) uniform sampler2D depth_tex;
+layout(binding = 1) uniform isampler2D stencil_tex;
+
+layout(location = 0) out vec4 color;
+
+void main() {
+ ivec2 coord = ivec2(gl_FragCoord.xy);
+ uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(24.0) - 1.0f));
+ uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
+
+ color.b = float(depth >> 22) / (exp2(10) - 1.0);
+ color.g = float((depth >> 11) & 0x00FF) / (exp2(11) - 1.0);
+ color.r = float(depth & 0x00FF) / (exp2(11) - 1.0);
+ color.a = 1.0f;
+}