From 3aa0a63fe636e59a770ad7ec02a728c599545f23 Mon Sep 17 00:00:00 2001 From: Tony Wasserka Date: Sat, 23 Nov 2013 22:06:56 +0100 Subject: [PATCH] VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore. Either way, even if it's still needed for anything, this is not the correct way to fix the issue. --- Source/Core/VideoCommon/Src/VertexShaderGen.cpp | 7 ------- 1 file changed, 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