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Fixes menus in NBA2K12.
Not sure if we can find a better way, I suppose we could clamp vertex coordinates that are in this range instead, if it turns out that this somehow breaks something.
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@@ -1271,7 +1271,9 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, " outPos.z = floor(outPos.z * 0.5) * 2.0;\n");
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}
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WRITE(p, " outPos.z = outPos.z / 65535.0;\n"); // Or 65536? No, I think 65535 makes more sense.
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// It seems that depth values of 65535.6 should survive. Seen in NBA2K12 for example.
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// So even if it seems like 65535 would make more sense, we divide by 65536 here.
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WRITE(p, " outPos.z = outPos.z / 65536.0;\n");
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// Convert back to clip space coordinates. This is needed for all modern shader models.
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// After all our work in projected space, multiply xyz back with z to the get clip space position that the shader model wants.
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