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Fix half pixel getting applied twice to reverse Z vertex shaders. (#21)
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1 changed files with 9 additions and 1 deletions
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@ -1828,7 +1828,12 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi
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}
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else
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{
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out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n";
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#ifdef UNLEASHED_RECOMP
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if (!hasMtxProjection)
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#endif
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{
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out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n";
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}
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}
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if (simpleControlFlow)
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@ -1874,6 +1879,9 @@ void ShaderRecompiler::recompile(const uint8_t* shaderData, const std::string_vi
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#ifdef UNLEASHED_RECOMP
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if (hasMtxProjection)
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out += "\t}\n";
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if (!isPixelShader && hasMtxProjection)
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out += "\toPos.xy += g_HalfPixelOffset * oPos.w;\n";
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#endif
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out += "}";
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