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GeometryShaderManager: Boost convergence value.
Most game don't require much granularity regarding the convergence value. The default convergence was also too low, this commit increases it tenfold.
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@ -53,9 +53,9 @@ void GeometryShaderManager::SetConstants()
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if (xfmem.projection.type == GX_PERSPECTIVE)
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if (xfmem.projection.type == GX_PERSPECTIVE)
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{
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{
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) * (g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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float offset = (g_ActiveConfig.iStereoDepth / 1000.0f) * (g_ActiveConfig.iStereoDepthPercentage / 100.0f);
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constants.stereoparams[0] = (g_ActiveConfig.bStereoSwapEyes) ? offset : -offset;
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constants.stereoparams[0] = g_ActiveConfig.bStereoSwapEyes ? offset : -offset;
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constants.stereoparams[1] = (g_ActiveConfig.bStereoSwapEyes) ? -offset : offset;
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constants.stereoparams[1] = g_ActiveConfig.bStereoSwapEyes ? -offset : offset;
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constants.stereoparams[2] = (g_ActiveConfig.iStereoConvergence / 10.0f) * (g_ActiveConfig.iStereoConvergencePercentage / 100.0f);
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constants.stereoparams[2] = g_ActiveConfig.iStereoConvergence * (g_ActiveConfig.iStereoConvergencePercent / 100.0f);
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}
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}
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else
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else
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{
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{
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