VertexShaderGen: Remove Sonic Unleashed hack. Doesn't seem to be required anymore.
Either way, even if it's still needed for anything, this is not the correct way to fix the issue.
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@ -411,13 +411,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// divide
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// divide
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out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n");
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out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n");
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// Sonic Unleashed puts its final rendering at the near or
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// far plane of the viewing frustrum(actually box, they use
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// orthogonal projection for that), and we end up putting it
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// just beyond, and the rendering gets clipped away. (The
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// primitive gets dropped)
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out.Write("o.pos.z = o.pos.z * 1048575.0/1048576.0;\n");
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// the next steps of the OGL pipeline are:
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// the next steps of the OGL pipeline are:
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// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
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// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology
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// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
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// clipping to -w_c <= (x_c,y_c,z_c) <= w_c
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