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VideoConfig: Replace FastDepthCalc by ForcedSlowDepth.
Fast depth is now more accurate than slow depth and should always be used. The option will be kept in a different form as it is still used as a hack to fix some games. Also, the slow depth code path will still be relied upon by cards that don't support GL_ARB_clip_control.
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@ -333,7 +333,7 @@ static T GenerateVertexShader(API_TYPE api_type)
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else // OGL
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{
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// this results in a scale from -1..0 to -1..1 after perspective
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// divide
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// divide, but introduces a floating point round-trip error.
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out.Write("o.pos.z = o.pos.z * -2.0 - o.pos.w;\n");
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// the next steps of the OGL pipeline are:
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