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D3D: Depth range inversion.
Credits go to Galop1n for designing this technique and to BhaaLseN for cleaning up the commit.
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@ -146,7 +146,7 @@ const char depth_matrix_program[] = {
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" in float4 pos : SV_Position,\n"
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" in float3 uv0 : TEXCOORD0){\n"
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" float4 texcol = Tex0.Sample(samp0,uv0);\n"
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" int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
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" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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@ -180,7 +180,7 @@ const char depth_matrix_program_msaa[] = {
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" for(int i = 0; i < SAMPLES; ++i)\n"
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" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
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" texcol /= SAMPLES;\n"
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" int depth = clamp(int(texcol.x * 16777216.0), 0, 0xFFFFFF);\n"
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" int depth = clamp(int((1.0 - texcol.x) * 16777216.0), 0, 0xFFFFFF);\n"
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// Convert to Z24 format
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" int4 workspace;\n"
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