ShaderGen: Fix pixel offset correction

We want to move the vertex by 1/12 pixel, but the old code
did miss the perspective division. So by multiplying with pos.w,
the position is moved correctly after the perspective division.
This commit is contained in:
degasus 2015-02-11 20:54:15 +01:00
parent d9988ee9b5
commit c404e87226
1 changed files with 1 additions and 1 deletions

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@ -383,7 +383,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
// which in turn can be critical if it happens for clear quads.
// Hence, we compensate for this pixel center difference so that primitives
// get rasterized correctly.
out.Write("o.pos.xy = o.pos.xy - " I_PIXELCENTERCORRECTION".xy;\n");
out.Write("o.pos.xy = o.pos.xy - o.pos.w * " I_PIXELCENTERCORRECTION".xy;\n");
if (api_type == API_OPENGL)
{