VideoBackends: Allow the viewport to use the full depth range.

This commit is contained in:
Jules Blok
2015-05-24 11:57:02 +02:00
parent e70c9b44f5
commit ef1dfa8bcb
4 changed files with 5 additions and 5 deletions

View File

@ -587,7 +587,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
else
out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n");
}
out.Write("\tzCoord = clamp(zCoord, " I_ZBIAS"[1].x - " I_ZBIAS"[1].y, " I_ZBIAS"[1].x);\n");
out.Write("\tzCoord = clamp(zCoord, 0, 0xFFFFFF);\n");
// depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either
const bool skip_ztexture = !per_pixel_depth && !bpmem.fog.c_proj_fsel.fsel;