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nxnative-easy/docs/images/fire-emblem-engage.jpg
seedds d035e37c37 Depth mode per game at run time: Link's Awakening's outdoor blur fixed; README screenshots of Engage, 13 Sentinels and Link's Awakening
- NVN's depth mode is runtime state: Mario, Metroid Dread, Super Mario 3D
  World and Breath of the Wild keep near = -w (GL); Link's Awakening,
  13 Sentinels and Engage set near = 0. The translator rewrote z for GL
  in every vertex shader, so near = 0 games had all depths in 0.5..1 and
  depth-to-distance effects were wrong: Link's Awakening's depth of field
  blurred the whole screen outdoors.
- The translator no longer rewrites z; dmsh_build.py (vs_depth) writes two
  entry points into every vertex library, main0 with the GL rewrite (the
  same arithmetic as before) and main0_z without; the host picks one from
  the mode the game sets (mtl_set_depth_zero, shader_load). No per-game
  setting; a red line if the mode changes after vertex shaders loaded.
  Metal function constants were measured at about 2.4 ms of
  specialization per vertex shader, so two entry points instead.
- New translator dll (Ryujinx dlls unchanged), lock and chain versions for
  every profile; Mac libraries and c1_full.tsv rebuilt for Link's
  Awakening, Engage, 13 Sentinels and Mario Wonder (Breath of the Wild,
  Super Mario 3D World and Metroid Dread follow).
- Checked on the Mac: Link's Awakening outdoors (from a save in Mabe
  Village) has a sharp middle band again; Mario Wonder's title renders
  the same as before (differences only in animation).
- README gallery: Engage, 13 Sentinels and Link's Awakening recaptured
  with this build.
2026-10-18 00:02:28 +08:00

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