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wined3d: Don't use TXP for rectangle P8 textures.
This was probably taken from the YUV shaders, incorrectly and in reverse logic. It did happen to work though because fragment.texcoord[0].w is 1.0.
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@ -7255,7 +7255,7 @@ static GLuint gen_p8_shader(struct arbfp_blit_priv *priv,
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/* The alpha-component contains the palette index */
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if(textype == GL_TEXTURE_RECTANGLE_ARB)
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shader_addline(&buffer, "TXP index, fragment.texcoord[0], texture[0], RECT;\n");
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shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], RECT;\n");
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else
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shader_addline(&buffer, "TEX index, fragment.texcoord[0], texture[0], 2D;\n");
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