From c03b2ed15169b13fcffcebf601843ad904ce36d5 Mon Sep 17 00:00:00 2001 From: PatrickvL Date: Fri, 23 Apr 2021 12:12:46 +0200 Subject: [PATCH] Fix DolphinClassic sample, by not making fogDepth absolute (thanks NZJenkins!) (This bug was introduced with PR #2163, based on some misleading code in xqemu, to cater for what now appear to be non-supported fog modes on NV2A.) --- src/core/hle/D3D8/Direct3D9/CxbxVertexShaderTemplate.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/src/core/hle/D3D8/Direct3D9/CxbxVertexShaderTemplate.hlsl b/src/core/hle/D3D8/Direct3D9/CxbxVertexShaderTemplate.hlsl index d2d3cdc00..477cbb9ac 100644 --- a/src/core/hle/D3D8/Direct3D9/CxbxVertexShaderTemplate.hlsl +++ b/src/core/hle/D3D8/Direct3D9/CxbxVertexShaderTemplate.hlsl @@ -332,7 +332,7 @@ R"DELIMITER( // Fogging // TODO deduplicate - const float fogDepth = abs(oFog.x); + const float fogDepth = oFog.x; // Don't abs this value! Test-case : DolphinClassic xdk sample const float fogTableMode = CxbxFogInfo.x; const float fogDensity = CxbxFogInfo.y; const float fogStart = CxbxFogInfo.z;