From 2bb2084eced3499441235689b0cf41c7a2dbb6d4 Mon Sep 17 00:00:00 2001
From: Matt Borgerson <contact@mborgerson.com>
Date: Fri, 26 Jul 2024 17:21:01 -0700
Subject: [PATCH] nv2a/vk: Use textureLod in psh_append_shadowmap

---
 hw/xbox/nv2a/pgraph/glsl/psh.c | 4 ++--
 1 file changed, 2 insertions(+), 2 deletions(-)

diff --git a/hw/xbox/nv2a/pgraph/glsl/psh.c b/hw/xbox/nv2a/pgraph/glsl/psh.c
index 58ad5cf7ac..35e95855bd 100644
--- a/hw/xbox/nv2a/pgraph/glsl/psh.c
+++ b/hw/xbox/nv2a/pgraph/glsl/psh.c
@@ -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(