early-access version 2234
This commit is contained in:
@@ -11,13 +11,9 @@ set(SHADER_FILES
|
||||
block_linear_unswizzle_2d.comp
|
||||
block_linear_unswizzle_3d.comp
|
||||
convert_abgr8_to_d24s8.frag
|
||||
convert_b10g11r11_to_d24s8.frag
|
||||
convert_d24s8_to_abgr8.frag
|
||||
convert_d24s8_to_b10g11r11.frag
|
||||
convert_d24s8_to_r16g16.frag
|
||||
convert_depth_to_float.frag
|
||||
convert_float_to_depth.frag
|
||||
convert_r16g16_to_d24s8.frag
|
||||
full_screen_triangle.vert
|
||||
fxaa.frag
|
||||
fxaa.vert
|
||||
|
@@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture;
|
||||
|
||||
void main() {
|
||||
ivec2 coord = ivec2(gl_FragCoord.xy);
|
||||
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f));
|
||||
uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f));
|
||||
uvec4 bytes = color << uvec4(24, 16, 8, 0);
|
||||
uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w;
|
||||
|
||||
|
@@ -19,5 +19,5 @@ void main() {
|
||||
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
|
||||
highp uvec4 components =
|
||||
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu);
|
||||
color = vec4(components) / (exp2(8.0) - 1.0);
|
||||
color.abgr = vec4(components) / (exp2(8.0) - 1.0);
|
||||
}
|
||||
|
Reference in New Issue
Block a user