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A few small cleanups based on code review.
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@ -250,7 +250,7 @@ void VertexManager::CalculateZSlope(u32 stride)
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float vtx[9];
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float out[12];
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float viewOffset[2] = { xfmem.viewport.xOrig - bpmem.scissorOffset.x * 2,
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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xfmem.viewport.yOrig - bpmem.scissorOffset.y * 2};
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// Lookup vertices of the last rendered triangle and software-transform them
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// This allows us to determine the depth slope, which will be used if zfreeze
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