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| author | Markus Wick <markus+github@selfnet.de> | 2015-01-12 22:59:21 +0100 |
|---|---|---|
| committer | Markus Wick <markus+github@selfnet.de> | 2015-01-12 22:59:21 +0100 |
| commit | 5be85cf928659a4ed45099610c5940f211f4474c (patch) | |
| tree | 56f1e021a9a214a1d16b6260dd14a837f9c74d87 /Source/Core/VideoCommon/GeometryShaderGen.cpp | |
| parent | 197c38e8659024c6c97a217329b04beea893753d (diff) | |
| parent | 1b771deb56ff0c7add39c7c93eeb322f3e384435 (diff) | |
Merge pull request #1814 from phire/worldspace_untangling
Move worldpos into it's own varying.
Diffstat (limited to 'Source/Core/VideoCommon/GeometryShaderGen.cpp')
| -rw-r--r-- | Source/Core/VideoCommon/GeometryShaderGen.cpp | 1 |
1 files changed, 0 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp index 0a49487bf8..9566e7e3a5 100644 --- a/Source/Core/VideoCommon/GeometryShaderGen.cpp +++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp @@ -219,7 +219,6 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A // the depth value. This results in objects at a distance smaller than the convergence // distance to seemingly appear in front of the screen. // This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide" - out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (f.clipPos.w - " I_STEREOPARAMS"[2]);\n"); out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n"); } |
