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();
|
int depth = fetch_raw_depth();
|
||||||
|
|
||||||
// Convert lsb based on the palette
|
// 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
|
// Msb is easier
|
||||||
float green = float((depth >> 8) & 0xFF) * 36.0f;
|
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"
|
" int depth = fetch_raw_depth();\n"
|
||||||
"\n"
|
"\n"
|
||||||
" // Convert lsb based on the palette\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"
|
"\n"
|
||||||
" // Msb is easier\n"
|
" // Msb is easier\n"
|
||||||
" float green = float((depth >> 8) & 0xFF) * 36.0f;\n"
|
" float green = float((depth >> 8) & 0xFF) * 36.0f;\n"
|
||||||
|
|
Loading…
Reference in New Issue