mirror of https://github.com/PCSX2/pcsx2.git
glsl: fix shadow on Shin Megami Tensei Nocturne
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@ -48,7 +48,10 @@ layout(binding = 3) uniform sampler2D RtSampler; // note 2 already use by the im
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#if PS_DATE > 0
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// FIXME how to declare memory access
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layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;
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layout(early_fragment_tests) in;
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// Don't enable it. Discard fragment can still write in the depth buffer
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// it breaks shadow in Shin Megami Tensei Nocturne
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//layout(early_fragment_tests) in;
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// I don't remember why I set this parameter but it is surely useless
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//layout(pixel_center_integer) in vec4 gl_FragCoord;
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#endif
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@ -840,7 +840,10 @@ static const char* tfx_fs_all_glsl =
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"#if PS_DATE > 0\n"
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"// FIXME how to declare memory access\n"
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"layout(r32i, binding = 2) coherent uniform iimage2D img_prim_min;\n"
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"layout(early_fragment_tests) in;\n"
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"// Don't enable it. Discard fragment can still write in the depth buffer\n"
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"// it breaks shadow in Shin Megami Tensei Nocturne\n"
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"//layout(early_fragment_tests) in;\n"
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"\n"
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"// I don't remember why I set this parameter but it is surely useless\n"
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"//layout(pixel_center_integer) in vec4 gl_FragCoord;\n"
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"#endif\n"
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