diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index a6bab1aabf..83e112021e 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -428,9 +428,11 @@ void VertexShaderManager::SetConstants() // Just in case any game decides to take this into account, we do these tests // with a large amount of slop. float aspect = fabsf(rawProjection[2] / rawProjection[0]); - if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11) // within 11% of 16:9 + float viewport_aspect = fabsf(xfmem.viewport.wd / xfmem.viewport.ht); + bool viewport_is_4_3 = fabsf(viewport_aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11; + if (fabsf(aspect - 16.0f/9.0f) < 16.0f/9.0f * 0.11 && viewport_is_4_3) // within 11% of 16:9 g_aspect_wide = true; - else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11) // within 11% of 4:3 + else if (fabsf(aspect - 4.0f/3.0f) < 4.0f/3.0f * 0.11 && viewport_is_4_3) // within 11% of 4:3 g_aspect_wide = false; }