diff --git a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp index 0bba8fa5a..a279599ef 100644 --- a/src/video_core/renderer_opengl/gl_shader_decompiler.cpp +++ b/src/video_core/renderer_opengl/gl_shader_decompiler.cpp @@ -3003,12 +3003,12 @@ private: // TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction. const std::string sampler = GetSampler( instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare); - if (!depth_compare) { - shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");"); - } else { + if (depth_compare) { // Note: TLD4S coordinate encoding works just like TEXS's const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1); shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");"); + } else { + shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");"); } std::string texture = "textureGather(" + sampler + ", coords, " +