diff --git a/renderdoc/data/glsl/depth_copy.frag b/renderdoc/data/glsl/depth_copy.frag index 237f43cf8..5ba275a96 100644 --- a/renderdoc/data/glsl/depth_copy.frag +++ b/renderdoc/data/glsl/depth_copy.frag @@ -36,6 +36,6 @@ uniform PRECISION sampler2D srcDepth; void main() { - ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)); + ivec2 srcCoord = ivec2(gl_FragCoord.xy); gl_FragDepth = texelFetch(srcDepth, srcCoord, 0).x; } diff --git a/renderdoc/data/glsl/depth_copyms.frag b/renderdoc/data/glsl/depth_copyms.frag index 76aed1ded..a8d6dc69b 100644 --- a/renderdoc/data/glsl/depth_copyms.frag +++ b/renderdoc/data/glsl/depth_copyms.frag @@ -42,6 +42,6 @@ uniform PRECISION sampler2DMS srcDepth; void main() { - ivec2 srcCoord = ivec2(int(gl_FragCoord.x), int(gl_FragCoord.y)); + ivec2 srcCoord = ivec2(gl_FragCoord.xy); gl_FragDepth = texelFetch(srcDepth, srcCoord, gl_SampleID).x; } diff --git a/renderdoc/data/hlsl/depth_copy.hlsl b/renderdoc/data/hlsl/depth_copy.hlsl index 7ef43d234..dbf1f750d 100644 --- a/renderdoc/data/hlsl/depth_copy.hlsl +++ b/renderdoc/data/hlsl/depth_copy.hlsl @@ -26,7 +26,7 @@ Texture2D srcDepth : register(t0); void RENDERDOC_DepthCopyPS(float4 pos : SV_Position, out float depth : SV_Depth) { - int2 srcCoord = int2(int(pos.x), int(pos.y)); + int2 srcCoord = int2(pos.xy); depth = srcDepth.Load(int3(srcCoord, 0)).r; } @@ -37,6 +37,6 @@ void RENDERDOC_DepthCopyMSPS(float4 pos : SV_SampleIndex, out float depth : SV_Depth) { - int2 srcCoord = int2(int(pos.x), int(pos.y)); + int2 srcCoord = int2(pos.xy); depth = srcDepthMS.Load(srcCoord, sample).r; }