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PortableVertexFormat: use AttributeFormat for posmtx attribute format
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@ -168,7 +168,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write(" float%d tex%d : TEXCOORD%d,\n", hastexmtx ? 3 : 2, i, i);
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}
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if (components & VB_HAS_POSMTXIDX)
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out.Write(" float4 blend_indices : BLENDINDICES,\n");
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out.Write(" float4 fposmtx : BLENDINDICES,\n");
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out.Write(" float4 rawpos : POSITION) {\n");
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}
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out.Write("VS_OUTPUT o;\n");
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@ -176,10 +176,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// transforms
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if (components & VB_HAS_POSMTXIDX)
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{
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if (api_type == API_D3D)
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out.Write("int posmtx = blend_indices.x * 255.0;\n"); // TODO: Ugly, should use an integer instead
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else
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out.Write("int posmtx = int(fposmtx);\n");
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out.Write("int posmtx = int(fposmtx * 255.0);\n"); // TODO: Ugly, should use an integer instead
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if (is_writing_shadercode && (DriverDetails::HasBug(DriverDetails::BUG_NODYNUBOACCESS) && !DriverDetails::HasBug(DriverDetails::BUG_ANNIHILATEDUBOS)) )
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{
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