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VideoBackends: Use vertex shader depth range if ztexture is used.
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@ -4,7 +4,6 @@
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#include "VideoBackends/Vulkan/Renderer.h"
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#include <cmath>
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#include <cstddef>
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#include <cstdio>
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#include <limits>
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@ -1657,8 +1656,7 @@ void Renderer::SetViewport()
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// If an oversized or inverted depth range is used, we need to calculate the depth range in the
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// vertex shader.
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// TODO: Inverted depth ranges are bugged in all drivers, which should be added to DriverDetails.
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if (xfmem.viewport.zRange < 0.0f || fabs(xfmem.viewport.zRange) > 16777215.0f ||
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fabs(xfmem.viewport.farZ) > 16777215.0f)
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if (UseVertexDepthRange())
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{
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// We need to ensure depth values are clamped the maximum value supported by the console GPU.
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min_depth = 0.0f;
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