From ef1dfa8bcbb4ac391704317d2bb55d7c99c1916e Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Sun, 24 May 2015 11:57:02 +0200 Subject: VideoBackends: Allow the viewport to use the full depth range. --- Source/Core/VideoCommon/PixelShaderGen.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp') diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index d9d8c18599..ad251203f9 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -587,7 +587,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T else out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n"); } - out.Write("\tzCoord = clamp(zCoord, " I_ZBIAS"[1].x - " I_ZBIAS"[1].y, " I_ZBIAS"[1].x);\n"); + out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n"); // depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either const bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel; -- cgit v1.2.3