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author | Squall-Leonhart <danialhorton@hotmail.com> | 2023-10-15 11:43:48 +0200 |
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committer | Squall-Leonhart <danialhorton@hotmail.com> | 2023-10-15 11:43:48 +0200 |
commit | 7a986d731b55acd2249d10b2f2264c1f61b69208 (patch) | |
tree | 31c28162c33e4ff49c9756185f43128536ee75ff /src/video_core/host_shaders/convert_d32f_to_bgra8.frag | |
parent | update shader to confirmed format copy (diff) | |
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Diffstat (limited to 'src/video_core/host_shaders/convert_d32f_to_bgra8.frag')
-rw-r--r-- | src/video_core/host_shaders/convert_d32f_to_bgra8.frag | 15 |
1 files changed, 15 insertions, 0 deletions
diff --git a/src/video_core/host_shaders/convert_d32f_to_bgra8.frag b/src/video_core/host_shaders/convert_d32f_to_bgra8.frag new file mode 100644 index 000000000..c0d8ff36b --- /dev/null +++ b/src/video_core/host_shaders/convert_d32f_to_bgra8.frag @@ -0,0 +1,15 @@ +// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project +// SPDX-License-Identifier: GPL-2.0-or-later + +#version 450 + +layout(binding = 0) uniform sampler2D depth_tex; + +layout(location = 0) out vec4 color; + +void main() { + ivec2 coord = ivec2(gl_FragCoord.xy); + float depth = textureLod(depth_tex, coord, 0).r; + color = vec4(depth, depth, depth, 1.0); + color = color.bgra; // Swap color channels for BGRA format +}
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