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authorMarkus Wick <markus+github@selfnet.de>2015-05-06 12:59:09 +0200
committerMarkus Wick <markus+github@selfnet.de>2015-05-06 12:59:09 +0200
commite0a7926ef73f972255393bfb6c4e388a1d8b61d8 (patch)
tree99370df1827bb1215081b71ef3e8143c21509e38 /Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
parenta7e2425ffbc1e8cde8426c039a26941635d6b856 (diff)
parent24594a7888416b309cf469c83937448de5507466 (diff)
Merge pull request #2372 from Armada651/msaa-depth
PixelShaderCache: Fix MSAA depth copy shader.
Diffstat (limited to 'Source/Core/VideoBackends/D3D/PixelShaderCache.cpp')
-rw-r--r--Source/Core/VideoBackends/D3D/PixelShaderCache.cpp2
1 files changed, 0 insertions, 2 deletions
diff --git a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
index e5b91660bf..3e2c6292c0 100644
--- a/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
+++ b/Source/Core/VideoBackends/D3D/PixelShaderCache.cpp
@@ -180,8 +180,6 @@ const char depth_matrix_program_msaa[] = {
" for(int i = 0; i < SAMPLES; ++i)\n"
" texcol += Tex0.Load(int3(uv0.x*(width), uv0.y*(height), uv0.z), i);\n"
" texcol /= SAMPLES;\n"
-
- " float4 texcol = Tex0.Sample(samp0,uv0);\n"
" int depth = int(round(texcol.x * float(0xFFFFFF)));\n"
// Convert to Z24 format