diff --git a/GPU/Common/VertexShaderGenerator.cpp b/GPU/Common/VertexShaderGenerator.cpp index bfa16280c9..071f1f4f5b 100644 --- a/GPU/Common/VertexShaderGenerator.cpp +++ b/GPU/Common/VertexShaderGenerator.cpp @@ -926,16 +926,16 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag if (gstate_c.Supports(GPU_ROUND_DEPTH_TO_16BIT)) { if (IsVRBuild()) { WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj_lens%s, viewPos));\n", matrixPostfix.c_str()); - WRITE(p, " vec4 orgPos = depthRoundZVP(mul(u_proj, viewPos));\n", matrixPostfix.c_str()); + WRITE(p, " vec4 orgPos = depthRoundZVP(mul(u_proj, viewPos));\n"); } else { - WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n", matrixPostfix.c_str()); + WRITE(p, " vec4 outPos = depthRoundZVP(mul(u_proj, viewPos));\n"); } } else { if (IsVRBuild()) { WRITE(p, " vec4 outPos = mul(u_proj_lens%s, viewPos);\n", matrixPostfix.c_str()); - WRITE(p, " vec4 orgPos = mul(u_proj%s, viewPos);\n", matrixPostfix.c_str()); + WRITE(p, " vec4 orgPos = mul(u_proj, viewPos);\n"); } else { - WRITE(p, " vec4 outPos = mul(u_proj%s, viewPos);\n", matrixPostfix.c_str()); + WRITE(p, " vec4 outPos = mul(u_proj, viewPos);\n"); } }