OGL: Fix EFB pokes using incorrect color/depth

This commit is contained in:
Stenzek 2017-08-27 11:55:24 +10:00
parent 378a79658e
commit 21b3cd4759
1 changed files with 4 additions and 4 deletions

View File

@ -343,16 +343,16 @@ FramebufferManager::FramebufferManager(int targetWidth, int targetHeight, int ms
ProgramShaderCache::CompileShader( ProgramShaderCache::CompileShader(
m_EfbPokes, m_EfbPokes,
StringFromFormat("in vec2 rawpos;\n" StringFromFormat("in vec2 rawpos;\n"
"in vec4 color0;\n" // color "in vec4 rawcolor0;\n" // color
"in int color1;\n" // depth "in int rawcolor1;\n" // depth
"out vec4 v_c;\n" "out vec4 v_c;\n"
"out float v_z;\n" "out float v_z;\n"
"void main(void) {\n" "void main(void) {\n"
" gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * " " gl_Position = vec4(((rawpos + 0.5) / vec2(640.0, 528.0) * 2.0 - 1.0) * "
"vec2(1.0, -1.0), 0.0, 1.0);\n" "vec2(1.0, -1.0), 0.0, 1.0);\n"
" gl_PointSize = %d.0 / 640.0;\n" " gl_PointSize = %d.0 / 640.0;\n"
" v_c = color0.bgra;\n" " v_c = rawcolor0.bgra;\n"
" v_z = float(color1 & 0xFFFFFF) / 16777216.0;\n" " v_z = float(rawcolor1 & 0xFFFFFF) / 16777216.0;\n"
"}\n", "}\n",
m_targetWidth), m_targetWidth),