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authorJules Blok <jules.blok@gmail.com>2015-05-05 23:34:45 +0200
committerJules Blok <jules.blok@gmail.com>2015-05-08 14:29:29 +0200
commitc4f85a38e630c80feb1deb9205d8bb3ff5b7caec (patch)
tree0f9ce212756d18947b48b93f19db6e237517f9db /Source/Core/VideoBackends/OGL/TextureCache.cpp
parent268b8fd26f8888bf08873bbc8d94b7eea00a402c (diff)
VideoBackends: Use proper floating point depth precision.
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 abc1a73ba9..31979b8347 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 * float(0xFFFFFF)));\n"
+ " int depth = int(round(texcol.x * 16777216.0));\n"
// Convert to Z24 format
" ivec4 workspace;\n"