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Moved projection epsilon back to g_fProjectionMatrix[15], which essentially scales vertices instead of just biasing.
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@ -87,7 +87,7 @@ static float PHackValue(std::string sValue)
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void UpdateProjectionHack(int iPhackvalue[], std::string sPhackvalue[])
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{
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float fhackvalue1 = 0, fhackvalue2 = FLT_EPSILON; // hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
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float fhackvalue1 = 0, fhackvalue2 = 0;
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float fhacksign1 = 1.0, fhacksign2 = 1.0;
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const char *sTemp[2];
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@ -475,7 +475,7 @@ void VertexShaderManager::SetConstants()
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g_fProjectionMatrix[13] = 0.0f;
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g_fProjectionMatrix[14] = 0.0f;
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g_fProjectionMatrix[15] = 1.0f;
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g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON; // hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
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SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
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SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);
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