diff --git a/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp b/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp index 0aa47430dc..9a6f2c85ec 100644 --- a/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp +++ b/Source/Plugins/Plugin_VideoOGL/Src/TextureCache.cpp @@ -484,18 +484,9 @@ TextureCache::TextureCache() "out vec4 ocol0;\n" "\n" "void main(){\n" - " vec4 Temp0, Temp1;\n" - " vec4 K0 = vec4(0.5, 0.5, 0.5, 0.5);\n" - " Temp0 = texture2DRect(samp9, uv0);\n" - " Temp0 = Temp0 * colmat[5];\n" - " Temp0 = Temp0 + K0;\n" - " Temp0 = floor(Temp0);\n" - " Temp0 = Temp0 * colmat[6];\n" - " Temp1.x = dot(Temp0, colmat[0]);\n" - " Temp1.y = dot(Temp0, colmat[1]);\n" - " Temp1.z = dot(Temp0, colmat[2]);\n" - " Temp1.w = dot(Temp0, colmat[3]);\n" - " ocol0 = Temp1 + colmat[4];\n" + " vec4 texcol = texture2DRect(samp9, uv0);\n" + " texcol = round(texcol * colmat[5]) * colmat[6];\n" + " ocol0 = mat4(colmat[0], colmat[1], colmat[2], colmat[3]) * texcol + colmat[4];\n" "}\n"; const char *pDepthMatrixProg = @@ -507,28 +498,10 @@ TextureCache::TextureCache() "out vec4 ocol0;\n" "\n" "void main(){\n" - " vec4 R0, R1, R2;\n" - " vec4 K0 = vec4(255.99998474121, 0.003921568627451, 256.0, 0.0);\n" - " vec4 K1 = vec4(15.0, 0.066666666666, 0.0, 0.0);\n" - " R2 = texture2DRect(samp9, uv0);\n" - " R0.x = R2.x * K0.x;\n" - " R0.x = floor(R0).x;\n" - " R0.yzw = (R0 - R0.x).yzw;\n" - " R0.yzw = (R0 * K0.z).yzw;\n" - " R0.y = floor(R0).y;\n" - " R0.zw = (R0 - R0.y).zw;\n" - " R0.zw = (R0 * K0.z).zw;\n" - " R0.z = floor(R0).z;\n" - " R0.w = R0.x;\n" - " R0 = R0 * K0.y;\n" - " R0.w = (R0 * K1.x).w;\n" - " R0.w = floor(R0).w;\n" - " R0.w = (R0 * K1.y).w;\n" - " R1.x = dot(R0, colmat[0]);\n" - " R1.y = dot(R0, colmat[1]);\n" - " R1.z = dot(R0, colmat[2]);\n" - " R1.w = dot(R0, colmat[3]);\n" - " ocol0 = R1 * colmat[4];\n" + " vec4 texcol = texture2DRect(samp9, uv0);\n" + " vec4 EncodedDepth = fract((texcol.r * (16777215.0f/16777216.0f)) * vec4(1.0f,256.0f,256.0f*256.0f,1.0f));\n" + " texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * vec4(255.0f,255.0f,255.0f,15.0f)) / vec4(255.0f,255.0f,255.0f,15.0f);\n" + " ocol0 = mat4(colmat[0], colmat[1], colmat[2], colmat[3]) * texcol + colmat[4];" "}\n";