VideoBackends: Floor depth values in depth copy shaders.

This commit is contained in:
Jules Blok 2015-05-06 22:02:12 +02:00
parent be810eb750
commit b0770e2a0c
2 changed files with 3 additions and 3 deletions

View File

@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
" in float4 pos : SV_Position,\n" " in float4 pos : SV_Position,\n"
" in float3 uv0 : TEXCOORD0){\n" " in float3 uv0 : TEXCOORD0){\n"
" float4 texcol = Tex0.Sample(samp0,uv0);\n" " float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = int(round(texcol.x * 16777216.0));\n" " int depth = int(floor(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" int4 workspace;\n" " int4 workspace;\n"
@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
" for(int i = 0; i < SAMPLES; ++i)\n" " for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n" " texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n" " texcol /= SAMPLES;\n"
" int depth = int(round(texcol.x * 16777216.0));\n" " int depth = int(floor(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" int4 workspace;\n" " int4 workspace;\n"

View File

@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
"\n" "\n"
"void main(){\n" "void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n" " vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = int(round(texcol.x * 16777216.0));\n" " int depth = int(floor(texcol.x * 16777216.0));\n"
// Convert to Z24 format // Convert to Z24 format
" ivec4 workspace;\n" " ivec4 workspace;\n"