diff --git a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag index d51397a0c..ea055ddad 100644 --- a/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag +++ b/src/video_core/host_shaders/convert_abgr8_to_d24s8.frag @@ -9,7 +9,7 @@ layout(binding = 0) uniform sampler2D color_texture; void main() { ivec2 coord = ivec2(gl_FragCoord.xy); - uvec4 color = uvec4(texelFetch(color_texture, coord, 0).rgba * (exp2(8) - 1.0f)); + uvec4 color = uvec4(texelFetch(color_texture, coord, 0).abgr * (exp2(8) - 1.0f)); uvec4 bytes = color << uvec4(24, 16, 8, 0); uint depth_stencil_unorm = bytes.x | bytes.y | bytes.z | bytes.w; diff --git a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag index 47f9c1abc..94368fb59 100644 --- a/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag +++ b/src/video_core/host_shaders/convert_d24s8_to_abgr8.frag @@ -19,5 +19,5 @@ void main() { lowp uint stencil_val = textureLod(stencil_tex, coord, 0).r; highp uvec4 components = uvec4(stencil_val, (uvec3(depth_val) >> uvec3(24u, 16u, 8u)) & 0x000000FFu); - color = vec4(components) / (exp2(8.0) - 1.0); + color.abgr = vec4(components) / (exp2(8.0) - 1.0); }