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VertexShaderManager: Use a more accurate depth range.
This fixes the gxtest_depth hwtest.
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@ -388,8 +388,8 @@ void VertexShaderManager::SetConstants()
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constants.pixelcentercorrection[1] = pixel_center_correction * pixel_size_y;
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// The depth range is handled in the vertex shader.
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constants.pixelcentercorrection[2] = (xfmem.viewport.zRange) / 16777216.0f;
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constants.pixelcentercorrection[3] = (xfmem.viewport.farZ) / 16777216.0f;
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constants.pixelcentercorrection[2] = xfmem.viewport.zRange / 16777215.0f;
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constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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