for OGL renderer W buffer rendering avoid undefined vertex z
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see https://github.com/melonDS-emu/melonDS/issues/2017
This commit is contained in:
RSDuck 2024-11-09 14:19:02 +01:00
parent 8e3f6cc519
commit 4528441c74

View File

@ -681,6 +681,7 @@ void main()
vec4 fpos;
fpos.xy = (((vec2(vPosition.xy) ) * 2.0) / uScreenSize) - 1.0;
fpos.z = 0.0;
fZ = float(vPosition.z << zshift) / 16777216.0;
fpos.w = float(vPosition.w) / 65536.0f;
fpos.xy *= fpos.w;