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VideoBackends: Use proper floating point depth precision.
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@ -1224,11 +1224,11 @@ static inline void WritePerPixelDepth(T& out, pixel_shader_uid_data* uid_data, A
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if (ApiType == API_OPENGL)
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out.Write("\tscreenpos.y = %i - screenpos.y;\n", EFB_HEIGHT);
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / float(0xFFFFFF);\n");
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out.Write("\tdepth = float(" I_ZSLOPE".z + " I_ZSLOPE".x * screenpos.x + " I_ZSLOPE".y * screenpos.y) / 16777216.0;\n");
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}
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else
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{
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out.Write("\tdepth = float(zCoord) / float(0xFFFFFF);\n");
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out.Write("\tdepth = float(zCoord) / 16777216.0;\n");
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}
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}
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