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path: root/Source/Core/VideoCommon/VertexShaderManager.cpp
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-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp9
1 files changed, 9 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 19fb1f371d..9b1c3437fe 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -386,6 +386,15 @@ void VertexShaderManager::SetConstants()
const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfmem.viewport.ht);
constants.pixelcentercorrection[0] = pixel_center_correction * pixel_size_x;
constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
+
+ // 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 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;
+
dirty = true;
// This is so implementation-dependent that we can't have it here.
g_renderer->SetViewport();