thanks for your reply
Here's the section from the shader file with the amendment made:
#endif
// 4.76837158e-7 is 2^-21. In theory this offset should be
// depth buffer is 24 bits but this is added to (f+n)/(f-2) which is then multiplied by z
// and devided by z. As a result, there is precision lost and we must use a smaller number
// The GDC presentation suggested 2^21 this value works fine for two coplanar meshes with same positions
// It doesn't work for very long markings on a runway. Adding 1mm y bias fixes the markings though.
// NOTE: You should not pre-muliply world view proj. iewspace position should be multiplied into this proj
// matrix directly or percision will cause issues.
float zBiasOverride = -1;
if (ZBias != -30) zBiasOverride = ZBias;
vProj[2][2] += zBiasOverride * 4.76837158e-7;
return vProj;
}
/**
* Monitor resolution gama correction.