Revert "Address turnip bug with depths"

This commit is contained in:
CamilleLaVey
2026-10-02 03:59:24 -04:00
parent 0b7d216a09
commit 013deb4f3f
2 changed files with 16 additions and 16 deletions
@@ -1,11 +1,11 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2021 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
precision mediump int;
precision highp float;
layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform usampler2D stencil_tex;
@@ -13,10 +13,10 @@ layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth_val =
uint(roundEven(clamp(textureLod(depth_tex, coord, 0).r, 0.0, 1.0) * (exp2(24.0) - 1.0)));
uint stencil_val = textureLod(stencil_tex, coord, 0).r;
uvec4 components =
uvec4(stencil_val, (uvec3(depth_val) >> uvec3(16u, 8u, 0u)) & 0x000000FFu);
highp uint depth_val =
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
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.abgr = vec4(components) / (exp2(8.0) - 1.0);
}
@@ -1,11 +1,11 @@
// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
// SPDX-License-Identifier: GPL-3.0-or-later
// SPDX-FileCopyrightText: Copyright 2022 yuzu Emulator Project
// SPDX-License-Identifier: GPL-2.0-or-later
#version 450
precision mediump int;
precision highp float;
layout(binding = 0) uniform sampler2D depth_tex;
layout(binding = 1) uniform usampler2D stencil_tex;
@@ -13,10 +13,10 @@ layout(location = 0) out vec4 color;
void main() {
ivec2 coord = ivec2(gl_FragCoord.xy);
uint depth_val =
uint(roundEven(clamp(textureLod(depth_tex, coord, 0).r, 0.0, 1.0) * (exp2(24.0) - 1.0)));
uint stencil_val = textureLod(stencil_tex, coord, 0).r;
uvec4 components =
uvec4((uvec3(depth_val) >> uvec3(16u, 8u, 0u)) & 0x000000FFu, stencil_val);
highp uint depth_val =
uint(textureLod(depth_tex, coord, 0).r * (exp2(32.0) - 1.0));
lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r;
highp uvec4 components =
uvec4((uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu, stencil_val);
color.rgba = vec4(components) / (exp2(8.0) - 1.0);
}