Throw in a minor simplification in depal.

This commit is contained in:
Henrik Rydgård 2020-08-27 23:02:17 +02:00
parent 0b8e377872
commit 924329321c

View file

@ -73,11 +73,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
WRITE(p, " float4 color = tex.Sample(texSamp, v_texcoord0);\n");
} else {
WRITE(p, "void main() {\n");
if (pixelFormat == GE_FORMAT_DEPTH16) {
WRITE(p, " float color = texture(tex, v_texcoord0).r;\n");
} else {
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
}
WRITE(p, " vec4 color = texture(tex, v_texcoord0);\n");
}
int mask = gstate.getClutIndexMask();
@ -119,7 +115,7 @@ void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat, ShaderLang
break;
case GE_FORMAT_DEPTH16:
// Remap depth buffer.
WRITE(p, " float depth = (color - z_offset) * z_scale;\n");
WRITE(p, " float depth = (color.x - z_offset) * z_scale;\n");
WRITE(p, " int index = int(clamp(depth, 0.0, 65535.0));\n");
break;
default: