diff --git a/GPU/Common/VertexShaderGenerator.cpp b/GPU/Common/VertexShaderGenerator.cpp index 8807433ee8..f7b57db20d 100644 --- a/GPU/Common/VertexShaderGenerator.cpp +++ b/GPU/Common/VertexShaderGenerator.cpp @@ -136,7 +136,7 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag const bool clipEnable = id.Bit(VS_BIT_CLIP_ENABLE) && !isModeThrough; // this is the PSP clip flag, which has some various consequences. const bool clipNearPlane = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && useHWTransform; - const bool clipMinMax = gstate_c.Use(GPU_USE_CLIP_DISTANCE); // If clip planes are available, we want to use them for min/max. We skip the min/max culling in software transform (not yet implemented). + const bool clipMinMax = gstate_c.Use(GPU_USE_CLIP_DISTANCE) && !isModeThrough; // If clip planes are available, we want to use them for min/max. We skip the min/max culling in software transform (not yet implemented). const bool rangeCulling = id.Bit(VS_BIT_VERTEX_RANGE_CULLING); const bool depthCullEnable = gstate_c.Use(GPU_USE_CULL_DISTANCE) && !isModeThrough && rangeCulling && useHWTransform; // Range culling is gated on draw type, we don't want to do this culling for splines apparently.