GeometryShaderGen: Pass-through clipping distance.
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@ -312,6 +312,8 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
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if (ApiType == APIType::OpenGL)
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if (ApiType == APIType::OpenGL)
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{
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{
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
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out.Write("\tgl_ClipDistance[0] = %s.clipDist;\n", vertex);
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
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AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
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}
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}
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else
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else
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