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author | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-22 00:21:42 +0100 |
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committer | Fernando Sahmkow <fsahmkow27@gmail.com> | 2021-11-22 00:21:42 +0100 |
commit | 1e474fb9d1c5e35c2bb8822d58556ef3358e66e9 (patch) | |
tree | 396accae302f224f19e9d347b574d2d241f67c36 /src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | |
parent | Texture Cache: Always copy on NVIDIA. (diff) | |
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Diffstat (limited to 'src/video_core/host_shaders/convert_abgr8_to_d24s8.frag')
-rw-r--r-- | src/video_core/host_shaders/convert_abgr8_to_d24s8.frag | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index d51397a0c..ea055ddad 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -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; |