VertexShaderGen: Move the sonic epsilon hack to the vertex shader.

In the vertex shader we have control over the depth clipping planes,
so we don't have to offset every floating point value and lose accuracy.
This commit is contained in:
Jules Blok
2016-08-31 01:54:05 +02:00
parent 081cad709a
commit debaf63fe8
2 changed files with 7 additions and 7 deletions

View File

@ -454,8 +454,7 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[12] = 0.0f;
g_fProjectionMatrix[13] = 0.0f;
// Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
g_fProjectionMatrix[14] = -1.0f;
g_fProjectionMatrix[15] = 0.0f;
// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
@ -511,9 +510,7 @@ void VertexShaderManager::SetConstants()
g_fProjectionMatrix[13] = 0.0f;
g_fProjectionMatrix[14] = 0.0f;
// Hack to fix depth clipping precision issues (such as Sonic Unleashed UI)
g_fProjectionMatrix[15] = 1.0f + FLT_EPSILON;
g_fProjectionMatrix[15] = 1.0f;
SETSTAT_FT(stats.g2proj_0, g_fProjectionMatrix[0]);
SETSTAT_FT(stats.g2proj_1, g_fProjectionMatrix[1]);