General idea of this test is to show that a lot of factors influence the fog when transformed and untransformed vertex format was used: - Directly changing z and w (which is not equal in the corners). - Changing projection matrix that change z and w. - Using different programmable/ff vs/ps shader. - Using different depth bias. - Chaging depth in pixel shader (oDepth) may or may not affect to colors depending on the vendor implementation. - And various combinations of above. This gives `succ` in all cases on this configs: - Windows 10 with Radeon HD 8400 or Ivy Bridge GT1 (Intel HD Graphics). - Windows 7 with Radeon HD 6450. - Windows XP with GeForce Go 7300. -- v2: d3d9/tests: test table fog z vs rhw with shaders, depth bias, oDepth.. https://gitlab.winehq.org/wine/wine/-/merge_requests/2657