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TextureCache: Assure full conversions on depth/stencil write shaders.
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3 changed files with 6 additions and 6 deletions
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@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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@ -13,5 +13,5 @@ void main() {
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uint depth_unorm = (color.r << 16) | (color.g << 8) | color.b;
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gl_FragDepth = float(depth_unorm) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(color.a);
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gl_FragStencilRefARB = int(color.a);
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}
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@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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@ -15,5 +15,5 @@ void main() {
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| (uint(color.r * (exp2(11) - 1.0f)));
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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}
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@ -3,7 +3,7 @@
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// Refer to the license.txt file included.
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#version 450
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// #extension GL_ARB_shader_stencil_export : require
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D color_texture;
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@ -14,5 +14,5 @@ void main() {
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| (uint(color.g * (exp2(16) - 1.0f)) << 16);
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gl_FragDepth = float(depth_stencil_unorm >> 8) / (exp2(24.0) - 1.0f);
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// gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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gl_FragStencilRefARB = int(depth_stencil_unorm & 0x00FF);
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}
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