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authorJules Blok <jules.blok@gmail.com>2015-05-06 22:02:12 +0200
committerJules Blok <jules.blok@gmail.com>2015-05-08 14:29:30 +0200
commitb0770e2a0c2e391139db1365ca3658ada0f87da0 (patch)
treee4f78b3431eff2163e08924f6279e0b841b3084c /Source/Core/VideoBackends/OGL/TextureCache.cpp
parentbe810eb75038bce43054d9a4443d59c5ddf0be83 (diff)
VideoBackends: Floor depth values in depth copy shaders.
Diffstat (limited to 'Source/Core/VideoBackends/OGL/TextureCache.cpp')
-rw-r--r--Source/Core/VideoBackends/OGL/TextureCache.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/OGL/TextureCache.cpp b/Source/Core/VideoBackends/OGL/TextureCache.cpp
index 31979b8347..a904ca64af 100644
--- a/Source/Core/VideoBackends/OGL/TextureCache.cpp
+++ b/Source/Core/VideoBackends/OGL/TextureCache.cpp
@@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
- " int depth = int(round(texcol.x * 16777216.0));\n"
+ " int depth = int(floor(texcol.x * 16777216.0));\n"
// Convert to Z24 format
" ivec4 workspace;\n"