diff --git a/GPU/GLES/StateMapping.cpp b/GPU/GLES/StateMapping.cpp index 8ce4ac181e0a..1378d7efb52c 100644 --- a/GPU/GLES/StateMapping.cpp +++ b/GPU/GLES/StateMapping.cpp @@ -536,8 +536,8 @@ void TransformDrawEngine::ApplyDrawState(int prim) { // Sadly, as glViewport takes integers, we will not be able to support sub pixel offsets this way. But meh. // shaderManager_->DirtyUniform(DIRTY_PROJMATRIX); - float zScale = getFloat24(gstate.viewportz1) / 65536.0f; - float zOff = getFloat24(gstate.viewportz2) / 65536.0f; + float zScale = getFloat24(gstate.viewportz1) / 65535.0f; + float zOff = getFloat24(gstate.viewportz2) / 65535.0f; float depthRangeMin = zOff - zScale; float depthRangeMax = zOff + zScale; glstate.depthRange.set(depthRangeMin, depthRangeMax);