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rsx: Implement Z value snapping to account for precision errors
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@ -634,7 +634,9 @@ namespace glsl
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" const float real_f = max(far_plane, near_plane);\n"
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" const double depth_range = double(real_f - real_n);\n"
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" const double inv_range = (depth_range > 0.000001) ? (1.0 / (depth_range * pos.w)) : 0.0;\n"
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" const double d = (double(pos.z) - double(real_n * pos.w)) * inv_range;\n"
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" const double actual_d = (double(pos.z) - double(real_n * pos.w)) * inv_range;\n"
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" const double nearest_d = floor(actual_d + 0.5);\n"
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" const double d = _select(actual_d, nearest_d, abs(actual_d - nearest_d) < 0.000002);\n" // Epsilon value settled on empirically
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" return vec4(pos.xy, float(d * pos.w), pos.w);\n"
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" }\n"
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" else\n"
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