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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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@ -516,8 +516,8 @@ void VertexShaderManager::SetConstants()
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if (g_ActiveConfig.iStereoMode > 0 && xfmem.projection.type == GX_PERSPECTIVE)
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{
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float offset = g_ActiveConfig.iStereoSeparation / (200.0f * g_ActiveConfig.iStereoFocalLength);
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constants.stereooffset[0] = (g_ActiveConfig.bStereoSwapEyes) ? -offset : offset;
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constants.stereooffset[1] = (g_ActiveConfig.bStereoSwapEyes) ? offset : -offset;
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constants.stereooffset[0] = (g_ActiveConfig.bStereoSwapEyes) ? offset : -offset;
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constants.stereooffset[1] = (g_ActiveConfig.bStereoSwapEyes) ? -offset : offset;
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}
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else
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{
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