Fixed depth matrix shaders in OpenGL and Direct3D to be more precise. Fixes some graphical glitches in some games.
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@ -118,10 +118,30 @@ const char depth_matrix_program[] = {
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"float4 texcol = Tex0.Sample(samp0,uv0);\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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" texcol.x = floor(workspace);\n" // x component
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -133,15 +153,35 @@ const char depth_matrix_program_msaa[] = {
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"out float4 ocol0 : SV_Target,\n"
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" in float4 pos : SV_Position,\n"
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" in float2 uv0 : TEXCOORD0){\n"
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"int width, height, samples;\n"
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"Tex0.GetDimensions(width, height, samples);\n"
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"float4 texcol = 0;\n"
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"for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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"texcol /= samples;\n"
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"float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,16.0f));\n"
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"texcol = round(EncodedDepth * (16777216.0f/16777215.0f) * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n"
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"ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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" int width, height, samples;\n"
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" Tex0.GetDimensions(width, height, samples);\n"
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" float4 texcol = 0;\n"
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" for(int i = 0; i < samples; ++i)\n"
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" texcol += Tex0.Load(int2(uv0.x*(width), uv0.y*(height)), i);\n"
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" texcol /= samples;\n"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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" texcol.x = floor(workspace);\n" // x component
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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" ocol0 = float4(dot(texcol,cColMatrix[0]),dot(texcol,cColMatrix[1]),dot(texcol,cColMatrix[2]),dot(texcol,cColMatrix[3])) + cColMatrix[4];\n"
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"}\n"
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};
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@ -358,9 +358,29 @@ TextureCache::TextureCache()
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"\n"
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"void main(){\n"
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" vec4 texcol = texture(samp9, uv0);\n"
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" vec4 EncodedDepth = fract((texcol.r * (16777215.0/16777216.0)) * vec4(1.0,256.0,256.0*256.0,1.0));\n"
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" texcol = round(EncodedDepth * (16777216.0/16777215.0) * vec4(255.0,255.0,255.0,15.0)) / vec4(255.0,255.0,255.0,15.0);\n"
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];"
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// 255.99998474121 = 16777215/16777216*256
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" float workspace = texcol.x * 255.99998474121;\n"
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" texcol.x = floor(workspace);\n" // x component
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" workspace = workspace - texcol.x;\n" // subtract x component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.y = floor(workspace);\n" // y component
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" workspace = workspace - texcol.y;\n" // subtract y component out
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" workspace = workspace * 256.0;\n" // shift left 8 bits
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" texcol.z = floor(workspace);\n" // z component
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" texcol.w = texcol.x;\n" // duplicate x into w
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" texcol = texcol / 255.0;\n" // normalize components to [0.0..1.0]
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" texcol.w = texcol.w * 15.0;\n"
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" texcol.w = floor(texcol.w);\n"
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" texcol.w = texcol.w / 15.0;\n" // w component
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" ocol0 = texcol * mat4(colmat[0], colmat[1], colmat[2], colmat[3]) + colmat[4];\n"
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"}\n";
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const char *VProgram =
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