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GSdx ogl: ouch the typo exp != exp2
Fix some rounding issue on depth effect (shadow in Dot hack games)
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@ -178,7 +178,7 @@ void ps_main13()
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{
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// Convert a RRGBA texture into a float depth texture
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// FIXME: I'm afraid of the accuracy
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp(-8.0f)) * vec4(255.0);
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);
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gl_FragDepth = dot(sample_c(), bitSh);
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}
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#endif
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@ -212,7 +212,7 @@ void ps_main16()
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{
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// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
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// FIXME: I'm afraid of the accuracy
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp(-17.0f));
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));
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// Trunc color to drop useless lsb
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vec4 color = trunc(sample_c() * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));
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gl_FragDepth = dot(vec4(color), bitSh);
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@ -203,7 +203,7 @@ static const char* convert_glsl =
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"{\n"
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" // Convert a RRGBA texture into a float depth texture\n"
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" // FIXME: I'm afraid of the accuracy\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp(-8.0f)) * vec4(255.0);\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);\n"
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" gl_FragDepth = dot(sample_c(), bitSh);\n"
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"}\n"
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"#endif\n"
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@ -237,7 +237,7 @@ static const char* convert_glsl =
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"{\n"
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" // Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z\n"
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" // FIXME: I'm afraid of the accuracy\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp(-17.0f));\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));\n"
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" // Trunc color to drop useless lsb\n"
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" vec4 color = trunc(sample_c() * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));\n"
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" gl_FragDepth = dot(vec4(color), bitSh);\n"
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@ -178,7 +178,7 @@ void ps_main13()
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{
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// Convert a RRGBA texture into a float depth texture
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// FIXME: I'm afraid of the accuracy
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp(-8.0f)) * vec4(255.0);
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);
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gl_FragDepth = dot(sample_c(), bitSh);
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}
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#endif
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@ -212,7 +212,7 @@ void ps_main16()
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{
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// Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z
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// FIXME: I'm afraid of the accuracy
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp(-17.0f));
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const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));
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// Trunc color to drop useless lsb
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vec4 color = trunc(sample_c() * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));
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gl_FragDepth = dot(vec4(color), bitSh);
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@ -203,7 +203,7 @@ static const char* convert_glsl =
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"{\n"
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" // Convert a RRGBA texture into a float depth texture\n"
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" // FIXME: I'm afraid of the accuracy\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp(-8.0f)) * vec4(255.0);\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-24.0f), exp2(-16.0f), exp2(-8.0f)) * vec4(255.0);\n"
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" gl_FragDepth = dot(sample_c(), bitSh);\n"
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"}\n"
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"#endif\n"
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@ -237,7 +237,7 @@ static const char* convert_glsl =
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"{\n"
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" // Convert a RGB5A1 (saved as RGBA8) color to a 16 bit Z\n"
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" // FIXME: I'm afraid of the accuracy\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp(-17.0f));\n"
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" const vec4 bitSh = vec4(exp2(-32.0f), exp2(-27.0f), exp2(-22.0f), exp2(-17.0f));\n"
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" // Trunc color to drop useless lsb\n"
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" vec4 color = trunc(sample_c() * vec4(255.0f) / vec4(8.0f, 8.0f, 8.0f, 128.0f));\n"
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" gl_FragDepth = dot(vec4(color), bitSh);\n"
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