nv2a/vk: Use textureLod in psh_append_shadowmap

This commit is contained in:
Matt Borgerson 2024-07-26 17:21:01 -07:00 committed by mborgerson
parent b0e3d00a5d
commit 2bb2084ece
1 changed files with 2 additions and 2 deletions

View File

@ -643,10 +643,10 @@ static void psh_append_shadowmap(const struct PixelShader *ps, int i, bool compa
if (ps->state.tex_x8y24[i]) {
mstring_append_fmt(
vars,
"uvec4 t%d_depth_raw = texture(texSamp%d, pT%d.xy/pT%d.w);\n", i, i, i, i);
"uvec4 t%d_depth_raw = textureLod(texSamp%d, pT%d.xy/pT%d.w, 0);\n", i, i, i, i);
mstring_append_fmt(
vars,
"vec4 t%d_depth = vec4(float(t%d_depth_raw.x & 0xFFFFFF), 1.0, 0.0, 0.0);",
"vec4 t%d_depth = vec4(float(t%d_depth_raw.x & 0xFFFFFF), 1.0, 0.0, 0.0);\n",
i, i);
} else {
mstring_append_fmt(