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projection fixes !
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28482b0341
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40da0262c8
@ -328,7 +328,7 @@ void LinkedShader::updateUniforms() {
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// Convert matrices !
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ConvertMatrices(flippedMatrix);
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//SetMatrix(u_proj, flippedMatrix.getReadPtr());
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SetMatrix(u_proj, flippedMatrix.getReadPtr());
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}
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if (u_proj_through != 0 && (dirtyUniforms & DIRTY_PROJTHROUGHMATRIX))
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{
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@ -155,9 +155,9 @@ void GenerateVertexShader(int prim, char *buffer, bool useHWTransform) {
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}
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if (gstate.isModeThrough()) {
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WRITE(p, "float4x4 u_proj_through;\n");
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WRITE(p, "float4x4 u_proj_through:register(c0);\n");
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} else {
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WRITE(p, "float4x4 u_proj;\n");
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WRITE(p, "float4x4 u_proj:register(c8);\n");
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// Add all the uniforms we'll need to transform properly.
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}
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if (useHWTransform || !hasColor)
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@ -357,6 +357,7 @@
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<ClCompile Include="Directx9\helper\global.cpp" />
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<ClCompile Include="Directx9\IndexGenerator.cpp" />
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<ClCompile Include="Directx9\ShaderManager.cpp" />
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<ClCompile Include="Directx9\Spline.cpp" />
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<ClCompile Include="Directx9\StateMapping.cpp" />
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<ClCompile Include="Directx9\TextureCache.cpp" />
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<ClCompile Include="Directx9\TextureScaler.cpp" />
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@ -207,5 +207,8 @@
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<ClCompile Include="Directx9\helper\global.cpp">
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<Filter>Directx9\helper</Filter>
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</ClCompile>
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<ClCompile Include="Directx9\Spline.cpp">
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<Filter>Directx9</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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