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ZTP bloom fix and MP1 and 2 skybox fix, I commented out sonic's hacks and just added comments about them.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@945 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -424,7 +424,11 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
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abs((int)(2 * rawViewport[0])) * MValueX, abs((int)(2 * rawViewport[1])) * MValueY);
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}
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}
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glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
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// Metroid Prime 1 & 2 likes this
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glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/16777215.0f), rawViewport[5]/16777215.0f);
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// FZero stage likes this (a sonic hack)
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// glDepthRange(-(0.0f - (rawViewport[5]-rawViewport[2])/-16777215.0f), rawViewport[5]/16777215.0f);
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}
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}
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if (bProjectionChanged) {
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if (bProjectionChanged) {
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@ -444,7 +448,10 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[10] = rawProjection[4];
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// Working bloom in ZTP
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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// Working projection in PSO
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// g_fProjectionMatrix[11] = -(1.0f - rawProjection[5]);
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[12] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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g_fProjectionMatrix[13] = 0.0f;
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@ -465,7 +472,10 @@ void VertexShaderMngr::SetConstants(VERTEXSHADER& vs)
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[8] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[9] = 0.0f;
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[10] = rawProjection[4];
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g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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// Working bloom in ZTP
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g_fProjectionMatrix[11] = -(-1.0f - rawProjection[5]); // Yes, it's important that it's done this way.
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// Working projection in PSO
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// g_fProjectionMatrix[11] = -(0.0f - rawProjection[5]);
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g_fProjectionMatrix[12] = 0;
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g_fProjectionMatrix[12] = 0;
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g_fProjectionMatrix[13] = 0;
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g_fProjectionMatrix[13] = 0;
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