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-rw-r--r--src/GPU3D_OpenGL_shaders.h8
1 files changed, 2 insertions, 6 deletions
diff --git a/src/GPU3D_OpenGL_shaders.h b/src/GPU3D_OpenGL_shaders.h
index 964981e..afe7518 100644
--- a/src/GPU3D_OpenGL_shaders.h
+++ b/src/GPU3D_OpenGL_shaders.h
@@ -128,10 +128,6 @@ void main()
vec4 depthR = texelFetch(DepthBuffer, coord + ivec2(scale,0), 0);
vec4 attrR = texelFetch(AttrBuffer, coord + ivec2(scale,0), 0);
- /*if ((polyid != int(attrU.r * 63.0) && isless(depth.r, depthU.r)) ||
- (polyid != int(attrD.r * 63.0) && isless(depth.r, depthD.r)) ||
- (polyid != int(attrL.r * 63.0) && isless(depth.r, depthL.r)) ||
- (polyid != int(attrR.r * 63.0) && isless(depth.r, depthR.r)))*/
if (isgood(attrU, depthU.r, polyid, depth.r) ||
isgood(attrD, depthD.r, polyid, depth.r) ||
isgood(attrL, depthL.r, polyid, depth.r) ||
@@ -660,7 +656,7 @@ void main()
int zshift = (attr >> 16) & 0x1F;
vec4 fpos;
- fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fpos.xy = (((vec2(vPosition.xy) + 0.5) * 2.0) / uScreenSize) - 1.0;
fpos.z = (float(vPosition.z << zshift) / 8388608.0) - 1.0;
fpos.w = float(vPosition.w) / 65536.0f;
fpos.xyz *= fpos.w;
@@ -683,7 +679,7 @@ void main()
int zshift = (attr >> 16) & 0x1F;
vec4 fpos;
- fpos.xy = ((vec2(vPosition.xy) * 2.0) / uScreenSize) - 1.0;
+ fpos.xy = (((vec2(vPosition.xy) + 0.5) * 2.0) / uScreenSize) - 1.0;
fZ = float(vPosition.z << zshift) / 16777216.0;
fpos.w = float(vPosition.w) / 65536.0f;
fpos.xy *= fpos.w;