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Merge pull request #14289 from Sintendo/typos
Fix various typos and spelling mistakes
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@@ -439,7 +439,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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// There are two different ways to do this, when the depth range is oversized, we process
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// the depth range in the vertex shader, if not we let the host driver handle it.
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//
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// Adjust z for the depth range. We're using an equation which incorperates a depth inversion,
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// Adjust z for the depth range. We're using an equation which incorporates a depth inversion,
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// so we can map the console -1..0 range to the 0..1 range used in the depth buffer.
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// We have to handle the depth range in the vertex shader instead of after the perspective
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// divide, because some games will use a depth range larger than what is allowed by the
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@@ -451,7 +451,7 @@ float3 load_input_float3_rawtex(uint vtx_offset, uint attr_offset) {{
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if (!host_config.backend_clip_control)
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{
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// If the graphics API doesn't support a depth range of 0..1, then we need to map z to
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// the -1..1 range. Unfortunately we have to use a substraction, which is a lossy floating-point
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// the -1..1 range. Unfortunately we have to use a subtraction, which is a lossy floating-point
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// operation that can introduce a round-trip error.
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out.Write("o.pos.z = o.pos.z * 2.0 - o.pos.w;\n");
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}
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