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fixed some glitches caused by SSAA when resolving the supersampled efb to Textures.
improve speed a little in games that have large viewports. please test and let me know the results git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@5009 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -178,15 +178,17 @@ void VertexShaderCache::Init()
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"float2 vTexCoord : TEXCOORD0;\n"
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"float2 vTexCoord1 : TEXCOORD1;\n"
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"float2 vTexCoord2 : TEXCOORD2;\n"
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"float2 vTexCoord3 : TEXCOORD3;\n"
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"float2 vTexCoord3 : TEXCOORD3;\n"
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"float4 vTexCoord4 : TEXCOORD4;\n"
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"};\n"
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"void main( out VSOUTPUT OUT,in float4 inPosition : POSITION,in float2 inTEX0 : TEXCOORD0,in float2 inTEX1 : TEXCOORD1)\n"
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"void main( out VSOUTPUT OUT,in float4 inPosition : POSITION,in float2 inTEX0 : TEXCOORD0,in float2 inTEX1 : TEXCOORD1,in float4 inTEX2 : TEXCOORD2)\n"
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"{\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0 + (float2(-0.1830127f,-0.6830127f) * inTEX1);\n"
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"OUT.vTexCoord1 = inTEX0 + (float2(-0.6830127f, 0.1830127f) * inTEX1);\n"
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"OUT.vTexCoord2 = inTEX0 + (float2( 0.6830127f,-0.1830127f) * inTEX1);\n"
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"OUT.vTexCoord3 = inTEX0 + (float2( 0.1830127f, 0.6830127f) * inTEX1);\n"
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"OUT.vTexCoord3 = inTEX0 + (float2( 0.1830127f, 0.6830127f) * inTEX1);\n"
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"OUT.vTexCoord4 = inTEX2;\n"
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"}\n");
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FSAAVertexShader = D3D::CompileAndCreateVertexShader(vFSAAProg, (int)strlen(vFSAAProg));
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