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VertexShaderGen: Correct vertex shader output to consider shifted pixel centers.
Fixes issue 267.
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@ -360,6 +360,17 @@ void VertexShaderManager::SetConstants()
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bViewportChanged = false;
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constants.depthparams[0] = xfregs.viewport.farZ / 16777216.0f;
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constants.depthparams[1] = xfregs.viewport.zRange / 16777216.0f;
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// The console GPU places the pixel center at 7/12 unless antialiasing
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// is enabled, while D3D and OpenGL place it at 0.5. See the comment
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// in VertexShaderGen.cpp for details.
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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// BP registers 0x01-0x04 need to be considered here.
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const float pixel_center_correction = 7.0f / 12.0f - 0.5f;
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const float pixel_size_x = 2.f / Renderer::EFBToScaledXf(2.f * xfregs.viewport.wd);
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const float pixel_size_y = 2.f / Renderer::EFBToScaledXf(2.f * xfregs.viewport.ht);
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constants.depthparams[2] = pixel_center_correction * pixel_size_x;
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constants.depthparams[3] = pixel_center_correction * pixel_size_y;
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dirty = true;
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// This is so implementation-dependent that we can't have it here.
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g_renderer->SetViewport();
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