Fix regression in point sprite geometry shader scaling.

Broken in #22428. TRAC #22551 Signed-off-by: Nicolas Capens Signed-off-by: Shannon Woods Author: Jamie Madill git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1929 736b8ea6-26fd-11df-bfd4-992fa37f6226
parent d8136cbb
......@@ -2222,7 +2222,7 @@ std::string ProgramBinary::generatePointSpriteHLSL(int registers, const Varying
geomHLSL += " \n"
" float gl_PointSize = clamp(input[0].gl_PointSize, minPointSize, maxPointSize);\n"
" float4 gl_Position = input[0].gl_Position;\n"
" float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y);\n";
" float2 viewportScale = float2(1.0f / dx_ViewCoords.x, 1.0f / dx_ViewCoords.y) * gl_Position.w;\n";
for (int corner = 0; corner < 4; corner++)
{
......
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