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rsx/gl: Use strict method of gathering the depth buffer bits
- Performance difference on modern GPUs is negligible
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@ -185,7 +185,9 @@ namespace gl
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"void main()\n"
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"{\n"
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" vec4 rgba_in = texture(fs0, tc0);\n"
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" gl_FragDepth = rgba_in.r * 0.99609 + rgba_in.g * 0.00389 + rgba_in.b * 0.00002;\n"
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" uint raw_value = uint(rgba_in.b * 255.) | (uint(rgba_in.g * 255.) << 8) | (uint(rgba_in.r * 255.) << 16);\n"
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" gl_FragDepth = float(raw_value) / 16777215.;\n"
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" //gl_FragDepth = rgba_in.r * 0.99609 + rgba_in.g * 0.00389 + rgba_in.b * 0.00002;\n"
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"}\n"
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};
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}
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