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PixelShaderGen: Treat UV coordinates like S17.7 integers (they're still stored as float, though).
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@ -528,9 +528,9 @@ void Tev::Indirect(unsigned int stageNum, s32 s, s32 t)
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return;
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}
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s64 indtevtrans[2] = { 0,0 };
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s32 indtevtrans[2] = { 0,0 };
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// matrix multiply
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// matrix multiply - results might overflow, but we don't care since we only use the lower 24 bits of the result.
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int indmtxid = indirect.mid & 3;
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if (indmtxid)
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{
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