TextureConversionShader: Add missing swap for index of C14X2 textures
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@ -1207,7 +1207,7 @@ static const std::map<TextureFormat, DecodingShaderInfo> s_decoding_shader_info{
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// Tiled in 4x4 blocks, 16 bits per pixel
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// Tiled in 4x4 blocks, 16 bits per pixel
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uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
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uint buffer_pos = GetTiledTexelOffset(uvec2(4u, 4u), coords);
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uint index = texelFetch(s_input_buffer, int(buffer_pos)).x & 0x3FFFu;
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uint index = Swap16(texelFetch(s_input_buffer, int(buffer_pos)).x) & 0x3FFFu;
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vec4 norm_color = GetPaletteColorNormalized(index);
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vec4 norm_color = GetPaletteColorNormalized(index);
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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imageStore(output_image, ivec3(ivec2(coords), 0), norm_color);
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}
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}
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