Increase Z scaling factor to 100k (fixes background menu in VR2). Set

depth mask before clearing buffers.
This commit is contained in:
Flyinghead 2018-05-21 16:44:18 +02:00
parent 9098fd5a22
commit 8d01bbe145
1 changed files with 5 additions and 5 deletions

View File

@ -342,8 +342,8 @@ void main() \n\
//color.rgb=vec3(vtx_xyz.z/255.0);\n"
#ifndef GLES
"\
highp float w = gl_FragCoord.w * 100.0; \n\
gl_FragDepth = log2(1.0 + w) / 24.0; \n"
highp float w = gl_FragCoord.w * 100000.0; \n\
gl_FragDepth = log2(1.0 + w) / 34; \n"
#endif
FRAGCOL "=color; \n\
}";
@ -360,8 +360,8 @@ void main() \n\
{ \n"
#ifndef GLES
"\
highp float w = gl_FragCoord.w * 100.0; \n\
gl_FragDepth = log2(1.0 + w) / 24.0; \n"
highp float w = gl_FragCoord.w * 100000.0; \n\
gl_FragDepth = log2(1.0 + w) / 34; \n"
#endif
FRAGCOL "=vec4(0.0, 0.0, 0.0, sp_ShaderColor); \n\
}";
@ -1783,7 +1783,7 @@ bool RenderFrame()
glcache.Disable(GL_SCISSOR_TEST);
glClearDepthf(0.f); glCheck();
glcache.DepthMask(GL_TRUE);
glStencilMask(0xFF); glCheck();
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glCheck();