From c223bd47b9b2a83ed53201964e4912e2faec3d66 Mon Sep 17 00:00:00 2001 From: Jules Blok Date: Wed, 3 Aug 2016 02:01:36 +0200 Subject: VideoCommon: Implement depth range equation in vertex shader. --- Source/Core/VideoCommon/VertexShaderManager.cpp | 5 +++++ 1 file changed, 5 insertions(+) (limited to 'Source/Core/VideoCommon/VertexShaderManager.cpp') diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 19fb1f371d..0fb784167d 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -386,6 +386,11 @@ 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. + constants.pixelcentercorrection[2] = (xfmem.viewport.zRange) / 16777216.0f; + constants.pixelcentercorrection[3] = (xfmem.viewport.farZ) / 16777216.0f; + dirty = true; // This is so implementation-dependent that we can't have it here. g_renderer->SetViewport(); -- cgit v1.2.3