diff options
| author | Scott Mansell <phiren@gmail.com> | 2015-01-02 23:55:41 +1300 |
|---|---|---|
| committer | Scott Mansell <phiren@gmail.com> | 2015-01-23 03:32:31 +1300 |
| commit | 418296961cba39e4ae5bc441b3f52bf1459ad2bb (patch) | |
| tree | 80d8f85fa7e09ca531ebeb85dd1a5aea84dfed66 /Source/Core/VideoCommon/PixelShaderGen.cpp | |
| parent | 613781c7650d3cbd494a212eacdff10ea5140894 (diff) | |
Fix various issues with zfreeze implemntation.
Results are still not correct, but things are getting closer.
* Don't cull CULLALL primitives so early so they can be used as reference
planes.
* Convert CalculateZSlope to screenspace coordinates.
* Convert Pixelshader to screenspace coordinates (instead of worldspace
xy coordinates, which is totally wrong)
* Divide depth by 2^24 instead of clamping to 0.0-1.0 as was done
before.
Progress:
* Rouge Squadron 2/3 appear correct in game (videos in rs2 save file
selection are missing)
* Shadows draw 100% correctly in NHL 2003.
* Mario golf menu renders correctly.
* NFS: HP2, shadows sometimes render on top of car or below the road.
* Mario Tennis, courts and shadows render correctly, but at wrong depth
* Blood Omen 2, doesn't work.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/PixelShaderGen.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 7afb21056c..8bc7a7980b 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -546,7 +546,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T { if (bpmem.genMode.zfreeze) { - out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n"); + out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n"); } else { @@ -569,7 +569,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T { if (bpmem.genMode.zfreeze) { - out.Write("\tdepth = " I_ZSLOPE".z + " I_ZSLOPE".x * (clipPos.x / clipPos.w) + " I_ZSLOPE".y * (clipPos.y / clipPos.w);\n"); + out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * rawpos.x + " I_ZSLOPE".y * rawpos.y) / float(0xffffff);\n"); } else { |
