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Renamed DEPTHPARAMS to PIXELCENTERCORRECTION
This shader constant was previously used for depth remapping in D3D and for pixel center correction. Now it only serves one purpose and the new name makes it clear.
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@ -430,7 +430,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// which in turn can be critical if it happens for clear quads.
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// Hence, we compensate for this pixel center difference so that primitives
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// get rasterized correctly.
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out.Write("o.pos.xy = o.pos.xy - " I_DEPTHPARAMS".zw;\n");
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out.Write("o.pos.xy = o.pos.xy - " I_PIXELCENTERCORRECTION".xy;\n");
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if (api_type == API_OPENGL)
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{
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