GeometryShaderGen: Pass-through clipping distance.

This commit is contained in:
Jules Blok 2016-08-11 17:03:49 +02:00
parent a141e91dd2
commit 9596ec8971

View file

@ -312,6 +312,8 @@ static void EmitVertex(ShaderCode& out, const geometry_shader_uid_data* uid_data
if (ApiType == APIType::OpenGL)
{
out.Write("\tgl_Position = %s.pos;\n", vertex);
if (g_ActiveConfig.backend_info.bSupportsDepthClamp)
out.Write("\tgl_ClipDistance[0] = %s.clipDist;\n", vertex);
AssignVSOutputMembers(out, "ps", vertex, uid_data->numTexGens, uid_data->pixel_lighting);
}
else