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path: root/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
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Diffstat (limited to 'Source/Core/VideoCommon/Src/VertexShaderGen.cpp')
-rw-r--r--Source/Core/VideoCommon/Src/VertexShaderGen.cpp7
1 files changed, 3 insertions, 4 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index 93cc52b3f8..2ee3857077 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -25,13 +25,12 @@
// Mash together all the inputs that contribute to the code of a generated vertex shader into
// a unique identifier, basically containing all the bits. Yup, it's a lot ....
-void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components, u32 zbufrender)
+void GetVertexShaderId(VERTEXSHADERUID& vid, u32 components)
{
vid.values[0] = components |
(xfregs.numTexGens << 23) |
(xfregs.nNumChans << 27) |
- ((u32)xfregs.bEnableDualTexTransform << 29) |
- (zbufrender << 30);
+ ((u32)xfregs.bEnableDualTexTransform << 29);
for (int i = 0; i < 2; ++i) {
vid.values[1+i] = xfregs.colChans[i].color.enablelighting ?
@@ -77,7 +76,7 @@ static char text[16384];
char *GenerateLightShader(char* p, int index, const LitChannel& chan, const char* dest, int coloralpha);
-const char *GenerateVertexShader(u32 components, bool has_zbuffer_target)
+const char *GenerateVertexShader(u32 components)
{
text[sizeof(text) - 1] = 0x7C; // canary
DVSTARTPROFILE();