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https://github.com/dolphin-emu/dolphin.git
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Second Experimental commit:
corrected peek color and peek z to correctly emulate real hardware formats. implements native gamma correction.(i don't own any game that uses this functionality so i will appreciate feedback) i need a lot of feedback in this changes please enjoy git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6664 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -99,12 +99,14 @@ const char simple_shader_code[] = {
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"{\n"
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"float4 vPosition : POSITION;\n"
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"float2 vTexCoord : TEXCOORD0;\n"
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"float vTexCoord1 : TEXCOORD1;\n"
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"};\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float2 inTEX0 : TEXCOORD0)\n"
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"VSOUTPUT main(float4 inPosition : POSITION,float3 inTEX0 : TEXCOORD0)\n"
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"{\n"
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"VSOUTPUT OUT;\n"
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"OUT.vPosition = inPosition;\n"
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"OUT.vTexCoord = inTEX0;\n"
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"OUT.vTexCoord = inTEX0.xy;\n"
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"OUT.vTexCoord1 = inTEX0.z;\n"
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"return OUT;\n"
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"}\n"
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};
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@ -129,7 +131,8 @@ void VertexShaderCache::Init()
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const D3D11_INPUT_ELEMENT_DESC simpleelems[2] =
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{
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{ "POSITION", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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{ "TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 12, D3D11_INPUT_PER_VERTEX_DATA, 0 },
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};
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const D3D11_INPUT_ELEMENT_DESC clearelems[2] =
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{
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