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-rw-r--r--src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag32
1 files changed, 0 insertions, 32 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
deleted file mode 100644
index c2d935fcd..000000000
--- a/src/video_core/host_shaders/convert_d24s8_to_b10g11r11.frag
+++ /dev/null
@@ -1,32 +0,0 @@
-// 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;
-
-float conv_to_float(uint value, uint mantissa_bits) {
- uint exp = (value >> mantissa_bits) & 0x1Fu;
- uint mantissa_shift = 32u - mantissa_bits;
- uint mantissa = (value << mantissa_shift) >> mantissa_shift;
- return uintBitsToFloat((exp << 23) | (mantissa << (23 - mantissa_bits)));
-}
-
-void main() {
- ivec2 coord = ivec2(gl_FragCoord.xy);
- uint depth = uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0f));
- uint stencil = uint(textureLod(stencil_tex, coord, 0).r);
- uint depth_stencil = (stencil << 24) | (depth >> 8);
- uint red_int = (depth_stencil >> 21) & 0x07FF;
- uint green_int = (depth_stencil >> 10) & 0x07FF;
- uint blue_int = depth_stencil & 0x03FF;
-
- color.r = conv_to_float(red_int, 6u);
- color.g = conv_to_float(green_int, 6u);
- color.b = conv_to_float(blue_int, 5u);
- color.a = 1.0f;
-}