From dbb857b175c6687740b337147ce9f4d0e3fc52aa Mon Sep 17 00:00:00 2001 From: Pokechu22 Date: Wed, 26 Jan 2022 19:11:11 -0800 Subject: [PATCH] VertexShaderManager: Use g_ActiveConfig.UseVertexRounding() --- Source/Core/VideoCommon/VertexShaderManager.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Source/Core/VideoCommon/VertexShaderManager.cpp b/Source/Core/VideoCommon/VertexShaderManager.cpp index 25c7f79b30..23e94776be 100644 --- a/Source/Core/VideoCommon/VertexShaderManager.cpp +++ b/Source/Core/VideoCommon/VertexShaderManager.cpp @@ -303,7 +303,7 @@ void VertexShaderManager::SetConstants() // NOTE: If we ever emulate antialiasing, the sample locations set by // BP registers 0x01-0x04 need to be considered here. const float pixel_center_correction = 7.0f / 12.0f - 0.5f; - const bool bUseVertexRounding = g_ActiveConfig.bVertexRounding && g_ActiveConfig.iEFBScale != 1; + const bool bUseVertexRounding = g_ActiveConfig.UseVertexRounding(); const float viewport_width = bUseVertexRounding ? (2.f * xfmem.viewport.wd) : g_renderer->EFBToScaledXf(2.f * xfmem.viewport.wd);