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glsl: fix a bug in urban chaos hle shader
Bug only impact the lsb bits of the depth conversion, so impact is likely small
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@ -246,7 +246,7 @@ vec4 sample_depth(vec2 st)
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int depth = fetch_raw_depth();
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// Convert lsb based on the palette
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t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0);
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t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0) * 255.0f;
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// Msb is easier
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float green = float((depth >> 8) & 0xFF) * 36.0f;
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@ -1090,7 +1090,7 @@ static const char* const tfx_fs_all_glsl =
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" int depth = fetch_raw_depth();\n"
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"\n"
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" // Convert lsb based on the palette\n"
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" t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0);\n"
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" t = texelFetch(PaletteSampler, ivec2((depth & 0xFF), 0), 0) * 255.0f;\n"
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"\n"
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" // Msb is easier\n"
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" float green = float((depth >> 8) & 0xFF) * 36.0f;\n"
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