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