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authorMarkus Wick <degasus@users.noreply.github.com>2016-09-08 00:26:40 +0200
committerGitHub <noreply@github.com>2016-09-08 00:26:40 +0200
commita6905d1641fcf18af835ec181ea1ec1158f6bd0b (patch)
tree24ac9dc26a6480a3577fee1b8a6534f5589b76ce /Source/Core/VideoCommon/PixelShaderGen.cpp
parentd0a323cce750485286756f6c705de33ad9825721 (diff)
parentda43f9a156ae58593a73f8b529a11fa4fcb51d42 (diff)
Merge pull request #4197 from Armada651/always-divide-by-q
PixelShaderGen: Always divide the texture coordinates by q.
Diffstat (limited to 'Source/Core/VideoCommon/PixelShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/PixelShaderGen.cpp10
1 files changed, 1 insertions, 9 deletions
diff --git a/Source/Core/VideoCommon/PixelShaderGen.cpp b/Source/Core/VideoCommon/PixelShaderGen.cpp
index 514ae76998..13d6bdd13e 100644
--- a/Source/Core/VideoCommon/PixelShaderGen.cpp
+++ b/Source/Core/VideoCommon/PixelShaderGen.cpp
@@ -645,15 +645,7 @@ ShaderCode GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, APIType ApiType,
for (unsigned int i = 0; i < uid_data->genMode_numtexgens; ++i)
{
out.Write("\tint2 fixpoint_uv%d = itrunc(", i);
- // optional perspective divides
- if (((uid_data->texMtxInfo_n_projection >> i) & 1) == XF_TEXPROJ_STQ)
- {
- out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
- }
- else
- {
- out.Write("uv%d.xy", i);
- }
+ out.Write("(uv%d.z == 0.0 ? uv%d.xy : uv%d.xy / uv%d.z)", i, i, i, i);
out.Write(" * " I_TEXDIMS "[%d].zw);\n", i);
// TODO: S24 overflows here?
}