OpenGL Renderer: Partially revert commit 0f045d4 -- don't do the Z adjust in the vertex shader. Apparently, we shouldn't need to explicitly do this in OpenGL, as this adjustment should be automatic. Fixes a graphical glitch that can occur in "Sonic Chronicles: The Dark Brotherhood".

This commit is contained in:
rogerman 2019-01-14 15:17:13 -08:00
parent 0f045d430c
commit 26504031ff
2 changed files with 2 additions and 4 deletions

View File

@ -294,8 +294,7 @@ void main() \n\
\n\
vtxTexCoord = texScaleMtx * inTexCoord0; \n\
vtxColor = vec4(inColor / 63.0, polyAlpha); \n\
gl_Position.xyw = inPosition.xyw;\n\
gl_Position.z = (inPosition.z + inPosition.w) / 2.0;\n\
gl_Position = inPosition;\n\
} \n\
"};

View File

@ -146,8 +146,7 @@ void main()\n\
\n\
vtxTexCoord = texScaleMtx * inTexCoord0;\n\
vtxColor = vec4(inColor / 63.0, polyAlpha);\n\
gl_Position.xyw = inPosition.xyw;\n\
gl_Position.z = (inPosition.z + inPosition.w) / 2.0;\n\
gl_Position = inPosition;\n\
}\n\
"};