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.
This commit is contained in:
Tony Wasserka 2013-11-23 22:06:56 +01:00
parent 3cfa04b5cf
commit 3aa0a63fe6
1 changed files with 0 additions and 7 deletions

View File

@ -411,13 +411,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// divide // divide
out.Write("o.pos.z = o.pos.w + o.pos.z * 2.0;\n"); 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: // the next steps of the OGL pipeline are:
// (x_c,y_c,z_c,w_c) = o.pos //switch to OGL spec terminology // (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 // clipping to -w_c <= (x_c,y_c,z_c) <= w_c