PixelShaderGen: Add a note about a random idea which should be checked with hardware tests.
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@ -988,6 +988,8 @@ static inline void WriteFog(T& out, pixel_shader_uid_data& uid_data)
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// perspective
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// perspective
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// ze = A/(B - (Zs >> B_SHF)
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// ze = A/(B - (Zs >> B_SHF)
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// TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer)
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// TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer)
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// Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead?
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// That's equivalent, but keeps the lower bits of Zs.
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI"[0].y - (zCoord >> " I_FOGI"[0].w));\n");
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out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI"[0].y - (zCoord >> " I_FOGI"[0].w));\n");
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}
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}
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else
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else
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