VideoBackends: Use proper floating point depth precision.

This commit is contained in:
Jules Blok committed 2015-05-08 14:29:29 +02:00
1 parent 268b8fd26f
commit c4f85a38e6
5 files changed
+12 -12

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@@ -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"