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Coding style cleanup from the zfreeze merge
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@ -690,13 +690,13 @@ void VertexShaderManager::ResetView()
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bProjectionChanged = true;
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}
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void VertexShaderManager::TransformToClipSpace(const float* data, float *out, u32 MtxIdx)
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void VertexShaderManager::TransformToClipSpace(const float* data, float* out, u32 MtxIdx)
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{
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const float *world_matrix = (const float *)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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const float* world_matrix = (const float*)xfmem.posMatrices + (MtxIdx & 0x3f) * 4;
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// We use the projection matrix calculated by vertexShaderManager, because it
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// includes any free look transformations.
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// Make sure VertexManager::SetConstants() has been called first.
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const float *proj_matrix = &g_fProjectionMatrix[0];
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const float* proj_matrix = &g_fProjectionMatrix[0];
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float t[3];
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t[0] = data[0] * world_matrix[0] + data[1] * world_matrix[1] + data[2] * world_matrix[2] + world_matrix[3];
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