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GeometryShader: Adjust positions after projection.
By adjusting the positions in clip space we can avoid the re-projection.
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@ -77,25 +77,16 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("\tfor (layer = 0; layer < %d; ++layer) {\n", g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("\tgl_Layer = layer;\n");
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out.Write("\tvec4 stereoproj = " I_PROJECTION"[0];\n");
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out.Write("\tstereoproj[2] += " I_STEREOOFFSET"[layer] * stereoproj[0];\n");
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out.Write("\tfor (int i = 0; i < gl_in.length(); ++i) {\n");
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out.Write("\t\to = v[i];\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\t\to.pos = float4(dot(stereoproj, v[i].rawpos), dot(" I_PROJECTION"[1], v[i].rawpos), dot(" I_PROJECTION"[2], v[i].rawpos), dot(" I_PROJECTION"[3], v[i].rawpos)); \n");
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if (ApiType == API_D3D)
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{
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out.Write("\t\to.pos.z = " I_DEPTHPARAMS".x * o.pos.w + o.pos.z * " I_DEPTHPARAMS".y;\n");
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}
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else // OGL
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{
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out.Write("\t\to.pos.z = o.pos.w + o.pos.z * 2.0;\n");
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out.Write("\t\to.clipPos.x += o.clipPos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n");
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out.Write("\t\to.pos.x += o.pos.w * " I_STEREOOFFSET"[layer] * " I_PROJECTION"[0][0];\n");
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}
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out.Write("\t\to.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n");
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out.Write("\t\tgl_Position = o.pos;\n");
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out.Write("\t\tEmitVertex();\n");
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out.Write("\t}\n");
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