Fix invalid transform when skip_vertex_transform used
@@ -458,12 +458,7 @@ VERTEX_SHADER_CODE
#endif //RENDER_DEPTH
-
-#if !defined(SKIP_TRANSFORM_USED) && !defined(RENDER_DEPTH_DUAL_PARABOLOID)
gl_Position = projection_matrix * vec4(vertex_interp,1.0);
-#else
- gl_Position = vertex;
-#endif
position_interp=gl_Position;