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authorYuriy O'Donnell <yuriyo@gmail.com>2014-10-25 00:26:28 +0200
committerYuriy O'Donnell <yuriyo@gmail.com>2014-11-29 11:11:28 +0100
commitcc2227fbc3fdb22d19036a7721b30b099190b716 (patch)
tree0dc8f5459340f0ddd727c9630ded22f024adc97f /Source/Core/VideoCommon/VertexShaderGen.cpp
parentd4125231f39924c7393f594288d3480e040579b4 (diff)
D3D: Replaced shader-based depth range remap with viewport
This fixes UI rendering in some games mentioned in https://code.google.com/p/dolphin-emu/issues/detail?id=7785
Diffstat (limited to 'Source/Core/VideoCommon/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 24c6f39f46..c0faf21000 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
{