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path: root/Source/Core/VideoCommon/VertexShaderManager.cpp
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-rw-r--r--Source/Core/VideoCommon/VertexShaderManager.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp
index 92c1fffa34..3f3af37210 100644
--- a/Source/Core/VideoCommon/VertexShaderManager.cpp
+++ b/Source/Core/VideoCommon/VertexShaderManager.cpp
@@ -690,13 +690,13 @@ void VertexShaderManager::ResetView()
bProjectionChanged = true;
}
-void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
+void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
{
- const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
+ const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
// We use the projection matrix calculated by vertexShaderManager, because it
// includes any free look transformations.
// Make sure VertexManager::SetConstants() has been called first.
- const float *proj_matrix = &g_fProjectionMatrix[0];
+ const float* proj_matrix = &g_fProjectionMatrix[0];
float t[3];
t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];