diff options
| author | Jules Blok <jules.blok@gmail.com> | 2016-08-15 15:25:50 +0200 |
|---|---|---|
| committer | Jules Blok <jules.blok@gmail.com> | 2016-08-16 21:09:58 +0200 |
| commit | 7078216b61777ff89350d1bdc66c7c032b0b2296 (patch) | |
| tree | 16c1ec3a1ecbb44e7806224113fc08a17febe9af /Source/Core/VideoCommon/VertexShaderManager.cpp | |
| parent | 8c1c7fc2da65eea1a8244ce196d94313f7fdfb1b (diff) | |
Improve documentation.
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/VertexShaderManager.cpp | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index dabc7870fd..9b1c3437fe 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -389,8 +389,9 @@ void VertexShaderManager::SetConstants() // The depth range is handled in the vertex shader. We need to reverse // the far value to get a reversed depth range mapping. This is necessary - // because we have the most precision at the near plane, while the console - // has the most percision at the far plane. + // because the standard depth range equation pushes all depth values towards + // the back of the depth buffer where conventionally depth buffers have the + // least precision. constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f; constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f; |
