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".
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0f045d430c
commit
26504031ff
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@ -294,8 +294,7 @@ void main() \n\
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\n\
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vtxTexCoord = texScaleMtx * inTexCoord0; \n\
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vtxColor = vec4(inColor / 63.0, polyAlpha); \n\
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gl_Position.xyw = inPosition.xyw;\n\
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gl_Position.z = (inPosition.z + inPosition.w) / 2.0;\n\
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gl_Position = inPosition;\n\
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} \n\
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"};
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@ -146,8 +146,7 @@ void main()\n\
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\n\
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vtxTexCoord = texScaleMtx * inTexCoord0;\n\
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vtxColor = vec4(inColor / 63.0, polyAlpha);\n\
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gl_Position.xyw = inPosition.xyw;\n\
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gl_Position.z = (inPosition.z + inPosition.w) / 2.0;\n\
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gl_Position = inPosition;\n\
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}\n\
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"};
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