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authordegasus <wickmarkus@web.de>2013-01-24 16:58:28 +0100
committerdegasus <wickmarkus@web.de>2013-01-24 16:58:28 +0100
commite0ffdda26e5fb34b2f0d59d5d45b0deda9c90c19 (patch)
tree8e289ea93c97fe7430ae501200b60327f572c7e2 /Source/Core/VideoCommon/Src/VertexShaderGen.cpp
parentd5748ebaef93cd601ae6ab5e12f39dd201593ad0 (diff)
parentd60cc373d1b389215eb63c4e20fe24e902680c7a (diff)
Merge branch 'immediate-removal' into GLSL-master
Conflicts: Source/Core/VideoCommon/Src/PixelShaderGen.cpp Source/Plugins/Plugin_VideoSoftware/Src/SWRenderer.cpp immediate-removal is a new created branch seperated from master but reverted the revert of immediate-removal so we get less conflicts by merging
Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index 260d2de5e5..dc66041643 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -542,6 +542,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
//if not early z culling will improve speed
+ // TODO: Can probably be dropped?
if (is_d3d)
{
WRITE(p, "o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");