Just a small accuracy fix for r6819, fixes the pixel line in the volumetric fog effect of Metroid Prime (closes issue 4162)

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@7236 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
sl1nk3.s 2011-02-24 15:04:24 +00:00
parent ea008a82ae
commit 18b85b9cd5

View file

@ -199,9 +199,10 @@ static LPDIRECT3DPIXELSHADER9 CreateCopyShader(int copyMatrixType, int depthConv
if(depthConversionType != DEPTH_CONVERSION_TYPE_NONE)
{
// Here, we need to downscale texcol a bit since frac(1.0) will indeed return 0.0f, ceil() takes care of restoring the precision
WRITE(p, "float4 EncodedDepth = frac((texcol.r * (16777215.0f/16777216.0f)) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
"texcol = ceil(EncodedDepth * float4(255.0f,255.0f,255.0f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n");
// Watch out for the fire fumes effect in Metroid it's really sensitive to this,
// the lighting in RE0 is also way beyond sensitive since the "good value" is hardcoded and Dolphin is almost always off.
WRITE(p, "float4 EncodedDepth = frac(texcol.r * (16777215.f/16777216.f) * float4(1.0f,256.0f,256.0f*256.0f,1.0f));\n"
"texcol = floor(EncodedDepth * float4(256.f,256.f,256.f,15.0f)) / float4(255.0f,255.0f,255.0f,15.0f);\n");
}
else
{