GPU/D3D11: Fix mask test in same vertex batch

Fixes shadows in Bust a Groove 2, probably others.
This commit is contained in:
Connor McLaughlin 2020-06-02 20:47:10 +10:00
parent 3848276fa2
commit 9ea163e666

View file

@ -510,7 +510,7 @@ std::string GPU_HW_ShaderGen::GenerateBatchVertexShader(bool textured)
v_pos = float4(pos_x, pos_y, 0.0, 1.0);
#if API_D3D11
v_depth = 1.0 - (float(u_base_vertex_depth_id + (u_check_mask_before_draw ? 0u : v_id)) / 65535.0);
v_depth = 1.0 - (float(u_base_vertex_depth_id + (u_check_mask_before_draw ? v_id : 0u)) / 65535.0);
#else
v_depth = 1.0 - (float(v_id - u_base_vertex_depth_id) / 65535.0);
#endif