Merge pull request #3448 from Armada651/depth-epsilon
VertexShaderManager: Add an epsilon hack to the perspective projection.
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@ -434,10 +434,9 @@ void VertexShaderManager::SetConstants()
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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// donkopunchstania suggested the GC GPU might round differently
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// He had thus changed this to -(1 + epsilon) to fix clipping issues.
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// I (neobrain) don't think his conjecture is true and thus reverted his change.
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g_fProjectionMatrix[14] = -1.0f;
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// Hack to fix depth clipping precision issues (such as Sonic Adventure UI)
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g_fProjectionMatrix[14] = -(1.0f + FLT_EPSILON);
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g_fProjectionMatrix[15] = 0.0f;
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// Heuristic to detect if a GameCube game is in 16:9 anamorphic widescreen mode.
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