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VertexShaderGen: Use correct depth output when glClipControl is supported.
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@ -379,7 +379,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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//write the true depth value, if the game uses depth textures pixel shaders will override with the correct values
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//if not early z culling will improve speed
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if (api_type == API_D3D)
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if (g_ActiveConfig.backend_info.bSupportsClipControl)
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{
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out.Write("o.pos.z = o.pos.w + o.pos.z;\n");
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}
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