OpenGL Renderer: The fragment depth calculation now works more like how SoftRasterizer does it.
- Also update some comments in gfx3d.h.
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@ -332,7 +332,7 @@ static const char *GeometryFragShader_100 = {"\
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\n\
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float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w;\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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float newFragDepthValue = (stateUseWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0);\n\
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float newFragDepthValue = (stateUseWDepth) ? floor(vtxPosition.w * 4096.0) / 16777215.0 : (floor(clamp(((vtxPosition.z/vertW) * 0.5 + 0.5), 0.0, 1.0) * 32767.0) * 512.0) / 16777215.0;\n\
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\n\
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if ((polyMode != 3) || polyDrawShadow)\n\
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{\n\
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@ -204,7 +204,7 @@ static const char *GeometryFragShader_150 = {"\
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\n\
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float vertW = (vtxPosition.w == 0.0) ? 0.00000001 : vtxPosition.w;\n\
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// hack: when using z-depth, drop some LSBs so that the overworld map in Dragon Quest IV shows up correctly\n\
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float newFragDepthValue = (state.useWDepth) ? vtxPosition.w/4096.0 : clamp( (floor((((vtxPosition.z/vertW) * 0.5 + 0.5) * 16777215.0) / 4.0) * 4.0) / 16777215.0, 0.0, 1.0);\n\
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float newFragDepthValue = (state.useWDepth) ? floor(vtxPosition.w * 4096.0) / 16777215.0 : (floor(clamp(((vtxPosition.z/vertW) * 0.5 + 0.5), 0.0, 1.0) * 32767.0) * 512.0) / 16777215.0;\n\
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\n\
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if ((polyMode != 3u) || polyDrawShadow)\n\
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{\n\
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@ -250,12 +250,12 @@ typedef union
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u16 SizeShiftT:3; // 23-25: Texel size shift for T-coordinate; 0...7, where the actual texel size is (8 << N)
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u16 PackedFormat:3; // 26-28: Packed texture format;
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// 0=None
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// 1=A3I5, 5-bit indexed color with 3-bit alpha
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// 1=A3I5, 5-bit indexed color (32-color palette) with 3-bit alpha (0...7, where 0=Fully Transparent and 7=Opaque)
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// 2=I2, 2-bit indexed color (4-color palette)
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// 3=I4, 4-bit indexed color (16-color palette)
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// 4=I8, 8-bit indexed color (256-color palette)
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// 5=4x4-texel compressed
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// 6=A5I3, 3-bit indexed color with 5-bit alpha
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// 6=A5I3, 3-bit indexed color (8-color palette) with 5-bit alpha (0...31, where 0=Fully Transparent and 31=Opaque)
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// 7=Direct 16-bit color
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u16 KeyColor0_Enable:1; // 29: Use palette color 0 as transparent; 0=Displayed 1=Transparent
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u16 TexCoordTransformMode:2; // 30-31: Texture coordinate transformation mode;
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