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authorwwylele <wwylele@gmail.com>2017-07-01 10:02:48 +0200
committerwwylele <wwylele@gmail.com>2017-07-01 10:02:48 +0200
commit8482933db8acaead8ff66e1457cd5453b02cccf4 (patch)
treeebd5e6b7aa59946b84fd742795bb0cdbc8d5f7de /src/video_core/renderer_opengl/gl_shader_gen.cpp
parentMerge pull request #2793 from Subv/replyandreceive (diff)
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Diffstat (limited to '')
-rw-r--r--src/video_core/renderer_opengl/gl_shader_gen.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/src/video_core/renderer_opengl/gl_shader_gen.cpp b/src/video_core/renderer_opengl/gl_shader_gen.cpp
index c93b108fb..bb192affd 100644
--- a/src/video_core/renderer_opengl/gl_shader_gen.cpp
+++ b/src/video_core/renderer_opengl/gl_shader_gen.cpp
@@ -886,12 +886,12 @@ void AppendProcTexSampler(std::string& out, const PicaShaderConfig& config) {
// coord=1.0 is lut[127]+lut_diff[127]. For other indices, the result is interpolated using
// value entries and difference entries.
out += R"(
-float ProcTexLookupLUT(sampler1D lut, float coord) {
+float ProcTexLookupLUT(samplerBuffer lut, float coord) {
coord *= 128;
float index_i = clamp(floor(coord), 0.0, 127.0);
float index_f = coord - index_i; // fract() cannot be used here because 128.0 needs to be
// extracted as index_i = 127.0 and index_f = 1.0
- vec2 entry = texelFetch(lut, int(index_i), 0).rg;
+ vec2 entry = texelFetch(lut, int(index_i)).rg;
return clamp(entry.r + entry.g * index_f, 0.0, 1.0);
}
)";
@@ -979,14 +979,14 @@ float ProcTexNoiseCoef(vec2 x) {
out += "int lut_index_i = int(lut_coord) + " +
std::to_string(config.state.proctex.lut_offset) + ";\n";
out += "float lut_index_f = fract(lut_coord);\n";
- out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i, 0) + lut_index_f * "
- "texelFetch(proctex_diff_lut, lut_index_i, 0);\n";
+ out += "vec4 final_color = texelFetch(proctex_lut, lut_index_i) + lut_index_f * "
+ "texelFetch(proctex_diff_lut, lut_index_i);\n";
break;
case ProcTexFilter::Nearest:
case ProcTexFilter::NearestMipmapLinear:
case ProcTexFilter::NearestMipmapNearest:
out += "lut_coord += " + std::to_string(config.state.proctex.lut_offset) + ";\n";
- out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)), 0);\n";
+ out += "vec4 final_color = texelFetch(proctex_lut, int(round(lut_coord)));\n";
break;
}
@@ -1053,11 +1053,11 @@ layout (std140) uniform shader_data {
uniform sampler2D tex[3];
uniform samplerBuffer lighting_lut;
uniform samplerBuffer fog_lut;
-uniform sampler1D proctex_noise_lut;
-uniform sampler1D proctex_color_map;
-uniform sampler1D proctex_alpha_map;
-uniform sampler1D proctex_lut;
-uniform sampler1D proctex_diff_lut;
+uniform samplerBuffer proctex_noise_lut;
+uniform samplerBuffer proctex_color_map;
+uniform samplerBuffer proctex_alpha_map;
+uniform samplerBuffer proctex_lut;
+uniform samplerBuffer proctex_diff_lut;
// Rotate the vector v by the quaternion q
vec3 quaternion_rotate(vec4 q, vec3 v) {