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Improve documentation.
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@ -389,8 +389,9 @@ void VertexShaderManager::SetConstants()
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// The depth range is handled in the vertex shader. We need to reverse
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// the far value to get a reversed depth range mapping. This is necessary
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// because we have the most precision at the near plane, while the console
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// has the most percision at the far plane.
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// because the standard depth range equation pushes all depth values towards
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// the back of the depth buffer where conventionally depth buffers have the
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// least precision.
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constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelcentercorrection[3] = 1.0f - xfmem.viewport.farZ / 16777215.0f;
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