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D3D9: Fix texel to pixel mapping when sampling textures properly.
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@ -306,7 +306,11 @@ void VertexShaderManager::SetConstants()
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if (bViewportChanged)
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{
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bViewportChanged = false;
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SetVSConstant4f(C_DEPTHPARAMS,xfregs.viewport.farZ / 16777216.0f,xfregs.viewport.zRange / 16777216.0f,0.0f,0.0f);
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SetVSConstant4f(C_DEPTHPARAMS,
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xfregs.viewport.farZ / 16777216.0f,
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xfregs.viewport.zRange / 16777216.0f,
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-1.f / (float)g_renderer->EFBToScaledX((int)ceil(2.0f * xfregs.viewport.wd)),
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1.f / (float)g_renderer->EFBToScaledY((int)ceil(-2.0f * xfregs.viewport.ht)));
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// This is so implementation-dependent that we can't have it here.
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UpdateViewport(s_viewportCorrection);
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bProjectionChanged = true;
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