video_core: Fix d24r8/s8d24 convert shader build error in moltenvk
This commit is contained in:
parent
0145c89879
commit
e69eebb14a
@ -3,16 +3,16 @@
|
|||||||
|
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
|
precision mediump int;
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
layout(binding = 0) uniform sampler2D depth_tex;
|
layout(binding = 0) uniform sampler2D depth_tex;
|
||||||
layout(binding = 1) uniform isampler2D stencil_tex;
|
layout(binding = 1) uniform usampler2D stencil_tex;
|
||||||
|
|
||||||
layout(location = 0) out vec4 color;
|
layout(location = 0) out vec4 color;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
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);
|
|
||||||
|
|
||||||
highp uint depth_val =
|
highp uint depth_val =
|
||||||
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
||||||
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
||||||
|
@ -3,16 +3,16 @@
|
|||||||
|
|
||||||
#version 450
|
#version 450
|
||||||
|
|
||||||
|
precision mediump int;
|
||||||
|
precision highp float;
|
||||||
|
|
||||||
layout(binding = 0) uniform sampler2D depth_tex;
|
layout(binding = 0) uniform sampler2D depth_tex;
|
||||||
layout(binding = 1) uniform isampler2D stencil_tex;
|
layout(binding = 1) uniform usampler2D stencil_tex;
|
||||||
|
|
||||||
layout(location = 0) out vec4 color;
|
layout(location = 0) out vec4 color;
|
||||||
|
|
||||||
void main() {
|
void main() {
|
||||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
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);
|
|
||||||
|
|
||||||
highp uint depth_val =
|
highp uint depth_val =
|
||||||
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
|
||||||
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
||||||
|
Loading…
Reference in New Issue
Block a user