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OpenXR - Mismatch in stereo and normal uniform fixed
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@@ -926,16 +926,16 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) {
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if (IsVRBuild()) {
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WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj_lens%s, viewPos));\n", matrixPostfix.c_str());
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WRITE(p, " vec4 orgPos = depthRoundZVP(mul(u_proj, viewPos));\n", matrixPostfix.c_str());
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WRITE(p, " vec4 orgPos = depthRoundZVP(mul(u_proj, viewPos));\n");
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} else {
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WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n", matrixPostfix.c_str());
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WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n");
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}
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} else {
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if (IsVRBuild()) {
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WRITE(p, " vec4 outPos = mul(u_proj_lens%s, viewPos);\n", matrixPostfix.c_str());
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WRITE(p, " vec4 orgPos = mul(u_proj%s, viewPos);\n", matrixPostfix.c_str());
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WRITE(p, " vec4 orgPos = mul(u_proj, viewPos);\n");
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} else {
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WRITE(p, " vec4 outPos = mul(u_proj%s, viewPos);\n", matrixPostfix.c_str());
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WRITE(p, " vec4 outPos = mul(u_proj, viewPos);\n");
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}
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}
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