wined3d: Correct a comment.
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@ -3672,7 +3672,7 @@ static void shader_glsl_generate_vshader(IWineD3DVertexShader *iface, SHADER_BUF
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*
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* Basically we want (in homogeneous coordinates) z = z * 2 - 1. However, shaders are run
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* before the homogeneous divide, so we have to take the w into account: z = ((z / w) * 2 - 1) * w,
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* which is the same as z = z / 2 - w.
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* which is the same as z = z * 2 - w.
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*/
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shader_addline(buffer, "gl_Position.z = gl_Position.z * 2.0 - gl_Position.w;\n");
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