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D3D9: Fix texel to pixel mapping when sampling textures properly.
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@ -493,6 +493,13 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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//seems to get rather complicated
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}
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if (api_type & API_D3D9)
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{
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// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
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// Thus we need to offset the final position by half a pixel
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WRITE(p, "o.pos = o.pos + float4("I_DEPTHPARAMS".z, "I_DEPTHPARAMS".w, 0.f, 0.f);\n");
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}
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WRITE(p, "return o;\n}\n");
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