mirror of https://github.com/PCSX2/pcsx2.git
glsl: fix a bug in urban chaos hle shader
Bug only impact the lsb bits of the depth conversion, so impact is likely small
This commit is contained in:
parent
70ee8c5bc4
commit
d5681ba01c
|
@ -246,7 +246,7 @@ vec4 sample_depth(vec2 st)
|
|||
int depth = fetch_raw_depth();
|
||||
|
||||
// Convert lsb based on the palette
|
||||
t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0);
|
||||
t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0) * 255.0f;
|
||||
|
||||
// Msb is easier
|
||||
float green = float((depth >> 8) & 0xFF) * 36.0f;
|
||||
|
|
|
@ -1090,7 +1090,7 @@ static const char* const tfx_fs_all_glsl =
|
|||
" int depth = fetch_raw_depth();\n"
|
||||
"\n"
|
||||
" // Convert lsb based on the palette\n"
|
||||
" t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0);\n"
|
||||
" t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0) * 255.0f;\n"
|
||||
"\n"
|
||||
" // Msb is easier\n"
|
||||
" float green = float((depth >> 8) & 0xFF) * 36.0f;\n"
|
||||
|
|
Loading…
Reference in New Issue