TextureConversionShader: Use floating point values in clamp().
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@ -487,7 +487,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 0, ApiType);
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WRITE(p, " depth = clamp(depth * 16777216.0, 0, 0xFFFFFF);\n");
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WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -497,7 +497,7 @@ static void WriteZ16Encoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 1, ApiType);
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WRITE(p, " depth = clamp(depth * 16777216.0, 0, 0xFFFFFF);\n");
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WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -519,7 +519,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 0, ApiType);
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WRITE(p, " depth = clamp(depth * 16777216.0, 0, 0xFFFFFF);\n");
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WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -531,7 +531,7 @@ static void WriteZ16LEncoder(char*& p,API_TYPE ApiType)
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WriteSampleColor(p, "r", "depth", 1, ApiType);
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WRITE(p, " depth = clamp(depth * 16777216.0, 0, 0xFFFFFF);\n");
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WRITE(p, " depth = clamp(depth * 16777216.0, 0.0, float(0xFFFFFF));\n");
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WRITE(p, " expanded.r = floor(depth / (256.0 * 256.0));\n");
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WRITE(p, " depth -= expanded.r * 256.0 * 256.0;\n");
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WRITE(p, " expanded.g = floor(depth / 256.0);\n");
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@ -558,7 +558,7 @@ static void WriteZ24Encoder(char*& p, API_TYPE ApiType)
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for (int i = 0; i < 2; i++)
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{
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WRITE(p, " depth%i = clamp(depth%i * 16777216.0, 0, 0xFFFFFF);\n", i, i);
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WRITE(p, " depth%i = clamp(depth%i * 16777216.0, 0.0, float(0xFFFFFF));\n", i, i);
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WRITE(p, " expanded%i.r = floor(depth%i / (256.0 * 256.0));\n", i, i);
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WRITE(p, " depth%i -= expanded%i.r * 256.0 * 256.0;\n", i, i);
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