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authorLioncash <mathew1800@gmail.com>2014-12-03 14:49:30 -0500
committerLioncash <mathew1800@gmail.com>2014-12-03 14:49:30 -0500
commit88cd27bbcaaa46b8bbd3cf29ee71327c629be0c2 (patch)
tree7f8799a92409bbd9fd9efe8327b305a3724adbdd /Source/Core/VideoCommon/VertexShaderGen.cpp
parentb9b3277fb52cc14065082482b0c654217b39841c (diff)
parent36b886cb802c44eb02482b17ce483ba76ccb25ee (diff)
Merge pull request #1392 from kayru/d3d_viewport_depth
D3D: Replaced shader-based depth range remap with viewport
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 24c6f39f46..26d6942372 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -405,7 +405,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
//if not early z culling will improve speed
if (api_type == API_D3D)
{
- out.Write("o.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
+ out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
}
else // OGL
{
@@ -430,7 +430,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
- out.Write("o.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n");
+ out.Write("o.pos.xy = o.pos.xy - " I_PIXELCENTERCORRECTION".xy;\n");
if (api_type == API_OPENGL)
{