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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, 0 insertions, 7 deletions
diff --git a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
index 78b3c57dda..f0cce5d750 100644
--- a/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/Src/VertexShaderGen.cpp
@@ -411,13 +411,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// divide
out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n");
- // Sonic Unleashed puts its final rendering at the near or
- // far plane of the viewing frustrum(actually box, they use
- // orthogonal projection for that), and we end up putting it
- // just beyond, and the rendering gets clipped away. (The
- // primitive gets dropped)
- out.Write("o.pos.z = o.pos.z * 1048575.0/1048576.0;\n");
-
// the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
// clipping to -w_c <= (x_c,y_c,z_c) <= w_c