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gl_shader_gen: simplify and clarify the depth transformation between vertex shader and fragment shader
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@ -1112,7 +1112,10 @@ vec4 secondary_fragment_color = vec4(0.0);
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"gl_FragCoord.y < scissor_y2)) discard;\n";
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}
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out += "float z_over_w = 1.0 - gl_FragCoord.z * 2.0;\n";
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// After perspective divide, OpenGL transform z_over_w from [-1, 1] to [near, far]. Here we use
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// default near = 0 and far = 1, and undo the transformation to get the original z_over_w, then
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// do our own transformation according to PICA specification.
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out += "float z_over_w = 2.0 * gl_FragCoord.z - 1.0;\n";
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out += "float depth = z_over_w * depth_scale + depth_offset;\n";
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if (state.depthmap_enable == RasterizerRegs::DepthBuffering::WBuffering) {
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out += "depth /= gl_FragCoord.w;\n";
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@ -1195,7 +1198,7 @@ void main() {
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texcoord0_w = vert_texcoord0_w;
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normquat = vert_normquat;
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view = vert_view;
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gl_Position = vec4(vert_position.x, vert_position.y, -vert_position.z, vert_position.w);
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gl_Position = vert_position;
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gl_ClipDistance[0] = -vert_position.z; // fixed PICA clipping plane z <= 0
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// TODO (wwylele): calculate gl_ClipDistance[1] from user-defined clipping plane
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}
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