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| author | JMC47 <JMC4789@gmail.com> | 2021-04-02 14:16:36 -0400 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-04-02 14:16:36 -0400 |
| commit | 5513d5f4f732fb1e436765ab87e7d60ba02b1ad6 (patch) | |
| tree | 5b2e53d93472280f50b8ee41c440fc475616db87 /Source/Core/VideoCommon/VertexShaderGen.cpp | |
| parent | a2fa9aab5be3ec4916bd3beb05163c325dcbc9dd (diff) | |
| parent | f339bc69c8cccca9cf975927ef025d4645f00d5e (diff) | |
Merge pull request #9591 from blaahaj/sonic-epsilon
VertexShaderGen: Sonic epsilon hack for OpenGL ES
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderGen.cpp | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp index cf400a21ba..28d1e78442 100644 --- a/Source/Core/VideoCommon/VertexShaderGen.cpp +++ b/Source/Core/VideoCommon/VertexShaderGen.cpp @@ -498,6 +498,12 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const ShaderHostConfig& ho "o.clipDist1 = clipDist1;\n"); } } + else + { + // Same depth adjustment for Sonic. Without depth clamping, it unfortunately + // affects non-clipping uses of depth too. + out.Write("o.pos.z = o.pos.z * (1.0 - 1e-7);\n"); + } // Write the true depth value. If the game uses depth textures, then the pixel shader will // override it with the correct values if not then early z culling will improve speed. |
