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VertexShaderManager: Use g_ActiveConfig.UseVertexRounding()
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@ -303,7 +303,7 @@ void VertexShaderManager::SetConstants()
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// NOTE: If we ever emulate antialiasing, the sample locations set by
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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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// 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_center_correction = 7.0f / 12.0f - 0.5f;
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const bool bUseVertexRounding = g_ActiveConfig.bVertexRounding && g_ActiveConfig.iEFBScale != 1;
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const bool bUseVertexRounding = g_ActiveConfig.UseVertexRounding();
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const float viewport_width = bUseVertexRounding ?
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const float viewport_width = bUseVertexRounding ?
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(2.f * xfmem.viewport.wd) :
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(2.f * xfmem.viewport.wd) :
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g_renderer->EFBToScaledXf(2.f * xfmem.viewport.wd);
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g_renderer->EFBToScaledXf(2.f * xfmem.viewport.wd);
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