diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp index 5581aa1f1d..975b8e7f71 100644 --- a/Source/Core/VideoCommon/PixelShaderGen.cpp +++ b/Source/Core/VideoCommon/PixelShaderGen.cpp @@ -563,12 +563,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T // The performance impact of this additional calculation doesn't matter, but it prevents // the host GPU driver from performing any early depth test optimizations. if (g_ActiveConfig.bFastDepthCalc) - out.Write("\tint zCoord = iround(rawpos.z * float(0xFFFFFF));\n"); + out.Write("\tint zCoord = int(rawpos.z * 16777216.0);\n"); else { out.SetConstantsUsed(C_ZBIAS+1, C_ZBIAS+1); // the screen space depth value = far z + (clip z / clip w) * z range - out.Write("\tint zCoord = " I_ZBIAS"[1].x + iround((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y));\n"); + out.Write("\tint zCoord = " I_ZBIAS"[1].x + int((clipPos.z / clipPos.w) * float(" I_ZBIAS"[1].y));\n"); } // depth texture can safely be ignored if the result won't be written to the depth buffer (early_ztest) and isn't used for fog either @@ -1169,13 +1169,13 @@ static inline void WriteFog(T& out, pixel_shader_uid_data* uid_data) // TODO: Verify that we want to drop lower bits here! (currently taken over from software renderer) // Maybe we want to use "ze = (A << B_SHF)/((B << B_SHF) - Zs)" instead? // That's equivalent, but keeps the lower bits of Zs. - out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777215.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n"); + out.Write("\tfloat ze = (" I_FOGF"[1].x * 16777216.0) / float(" I_FOGI".y - (zCoord >> " I_FOGI".w));\n"); } else { // orthographic // ze = a*Zs (here, no B_SHF) - out.Write("\tfloat ze = " I_FOGF"[1].x * float(zCoord) / 16777215.0;\n"); + out.Write("\tfloat ze = " I_FOGF"[1].x * float(zCoord) / 16777216.0;\n"); } // x_adjust = sqrt((x-center)^2 + k^2)/k