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authorJules Blok <jules.blok@gmail.com>2016-09-01 19:03:03 +0200
committerGitHub <noreply@github.com>2016-09-01 19:03:03 +0200
commitd072d6d336004154a0843495c8917fe4bfa7d583 (patch)
tree3e41591dfa1e63fee0a41a055fa1e4d39423c93b /Source/Core
parentf33a6d42c92657e1e6ec2871343c7436d6e87f53 (diff)
parent376cadb8620a5b1316f537f11279c6a78a903c27 (diff)
Merge pull request #4170 from Armada651/float-abs
VertexShaderManager: Explicitly use floating-point variant of abs.
Diffstat (limited to 'Source/Core')
-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 11f5be0ab5..fdc6f8cd8a 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -398,7 +398,7 @@ void VertexShaderManager::SetConstants()
// where the console also uses reversed depth with the same accuracy. We need
// to make sure the depth range is positive here and then reverse the depth in
// the backend viewport.
- constants.pixelcentercorrection[2] = abs(xfmem.viewport.zRange) / 16777215.0f;
+ constants.pixelcentercorrection[2] = fabs(xfmem.viewport.zRange) / 16777215.0f;
if (xfmem.viewport.zRange < 0.0f)
constants.pixelcentercorrection[3] = xfmem.viewport.farZ / 16777215.0f;
else