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@ -365,7 +365,7 @@ void RasterizerOpenGL::SetupShaders(GLenum primitive_mode) {
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// (sometimes it's half the screen, sometimes three quarters). To avoid this, enable the
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// clip distances only when it's written by a shader stage.
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for (std::size_t i = 0; i < Maxwell::NumClipDistances; ++i) {
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clip_distances[i] |= shader->GetShaderEntries().clip_distances[i];
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clip_distances[i] = clip_distances[i] || shader->GetShaderEntries().clip_distances[i];
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}
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// When VertexA is enabled, we have dual vertex shaders
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