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	Fix half pixel getting applied twice to reverse Z vertex shaders.
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					 1 changed files with 5 additions and 1 deletions
				
			
		|  | @ -1784,7 +1784,8 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi | ||||||
|                 } |                 } | ||||||
|                 else |                 else | ||||||
|                 { |                 { | ||||||
|                     out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n"; |                     if (!hasMtxProjection) | ||||||
|  |                         out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n"; | ||||||
|                 } |                 } | ||||||
| 
 | 
 | ||||||
|                 if (simpleControlFlow) |                 if (simpleControlFlow) | ||||||
|  | @ -1824,5 +1825,8 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi | ||||||
|     if (hasMtxProjection) |     if (hasMtxProjection) | ||||||
|         out += "\t}\n"; |         out += "\t}\n"; | ||||||
| 
 | 
 | ||||||
|  |     if (!isPixelShader && hasMtxProjection) | ||||||
|  |         out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n"; | ||||||
|  | 
 | ||||||
|     out += "}"; |     out += "}"; | ||||||
| } | } | ||||||
|  |  | ||||||
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