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-rw-r--r--Source/Core/VideoCommon/GeometryShaderGen.cpp1
1 files changed, 0 insertions, 1 deletions
diff --git a/Source/Core/VideoCommon/GeometryShaderGen.cpp b/Source/Core/VideoCommon/GeometryShaderGen.cpp
index 0a49487bf8..9566e7e3a5 100644
--- a/Source/Core/VideoCommon/GeometryShaderGen.cpp
+++ b/Source/Core/VideoCommon/GeometryShaderGen.cpp
@@ -219,7 +219,6 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
// the depth value. This results in objects at a distance smaller than the convergence
// distance to seemingly appear in front of the screen.
// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
- out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (f.clipPos.w - " I_STEREOPARAMS"[2]);\n");
out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n");
}