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by Jasper_
1392 days ago
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This is effectively what the vertex shader modification would do -- the same trick that ANGLE does: gl_Position.z = (gl_Position.z + gl_Position.w) * 0.5; This is the same as modifying a projection matrix -- you're doing the same post-multiply to the same column. But note that there's no guarantee there's ever a projection matrix. Clip space coordinates could be generated directly in the vertex shader. |
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