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