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-rw-r--r--Source/Core/VideoCommon/VertexShaderGen.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderGen.cpp b/Source/Core/VideoCommon/VertexShaderGen.cpp
index 239a2945a3..7d0dc878cd 100644
--- a/Source/Core/VideoCommon/VertexShaderGen.cpp
+++ b/Source/Core/VideoCommon/VertexShaderGen.cpp
@@ -419,6 +419,14 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
//seems to get rather complicated
}
+ // The console GPU places the pixel center at 7/12 in screen space unless
+ // antialiasing is enabled, while D3D and OpenGL place it at 0.5. This results
+ // in some primitives being placed one pixel too far to the bottom-right,
+ // which in turn can be critical if it happens for clear quads.
+ // Hence, we compensate for this pixel center difference so that primitives
+ // get rasterized correctly.
+ out.Write("o.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n");
+
if (api_type == API_OPENGL)
{
// Bit ugly here