glsl: fix shadow on Shin Megami Tensei Nocturne

This commit is contained in:
Gregory Hainaut 2015-06-26 20:03:15 +02:00
parent 61a717db14
commit db5468afcf
2 changed files with 8 additions and 2 deletions

View File

@ -48,7 +48,10 @@ layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the im
#if PS_DATE > 0
// FIXME how to declare memory access
layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
layout(early_fragment_tests) in;
// Don't enable it. Discard fragment can still write in the depth buffer
// it breaks shadow in Shin Megami Tensei Nocturne
//layout(early_fragment_tests) in;
// I don't remember why I set this parameter but it is surely useless
//layout(pixel_center_integer) in vec4 gl_FragCoord;
#endif

View File

@ -840,7 +840,10 @@ static const char* tfx_fs_all_glsl =
"#if PS_DATE > 0\n"
"// FIXME how to declare memory access\n"
"layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;\n"
"layout(early_fragment_tests) in;\n"
"// Don't enable it. Discard fragment can still write in the depth buffer\n"
"// it breaks shadow in Shin Megami Tensei Nocturne\n"
"//layout(early_fragment_tests) in;\n"
"\n"
"// I don't remember why I set this parameter but it is surely useless\n"
"//layout(pixel_center_integer) in vec4 gl_FragCoord;\n"
"#endif\n"