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[host_shaders] Corrections on mismatchs for SINT on depth formats
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1 changed files with 5 additions and 2 deletions
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// SPDX-FileCopyrightText: Copyright 2026 Eden Emulator Project
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// SPDX-License-Identifier: GPL-3.0-or-later
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-FileCopyrightText: Copyright 2020 yuzu Emulator Project
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// SPDX-License-Identifier: GPL-2.0-or-later
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// SPDX-License-Identifier: GPL-2.0-or-later
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#extension GL_ARB_shader_stencil_export : require
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#extension GL_ARB_shader_stencil_export : require
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 0) uniform sampler2D depth_tex;
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layout(binding = 1) uniform isampler2D stencil_tex;
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layout(binding = 1) uniform usampler2D stencil_tex;
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) in vec2 texcoord;
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void main() {
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void main() {
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gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
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gl_FragDepth = textureLod(depth_tex, texcoord, 0).r;
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gl_FragStencilRefARB = textureLod(stencil_tex, texcoord, 0).r;
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gl_FragStencilRefARB = int(textureLod(stencil_tex, texcoord, 0).r);
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}
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}
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