VideoBackends: Use proper floating point depth precision.

This commit is contained in:
Jules Blok
2015-05-05 23:34:45 +02:00
parent 268b8fd26f
commit c4f85a38e6
5 changed files with 12 additions and 12 deletions

View File

@ -294,7 +294,7 @@ void TextureCache::CompileShaders()
"\n"
"void main(){\n"
" vec4 texcol = texture(samp9, vec3(f_uv0.xy, %s));\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
" int depth = int(round(texcol.x * 16777216.0));\n"
// Convert to Z24 format
" ivec4 workspace;\n"