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Chests on LoZ:WW are now texture mapped correctly (as should many other weirdnesses) in DX9.
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@775 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -15,6 +15,7 @@
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// Official SVN repository and contact information can be found at
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// http://code.google.com/p/dolphin-emu/
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#include "stdafx.h"
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#include "D3DShader.h"
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#include "VertexShader.h"
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@ -44,11 +45,8 @@ VS_OUTPUT output;\n\
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\n\
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output.pos = mul(matWorldViewProj, input.pos);\n\
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// texgen\n\
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output.uv[0] = float4(input.uv[0].xy,0,input.uv[0].z);\n\
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output.uv[1] = float4(input.uv[1].xy,0,input.uv[1].z);\n\
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output.uv[2] = float4(input.uv[2].xy,0,input.uv[2].z);\n\
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output.uv[3] = float4(input.uv[3].xy,0,input.uv[3].z);\n\
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output.uv[4] = float4(input.uv[4].xy,0,input.uv[4].z);\n\
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for (int i=0; i<5; i++)\n\
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output.uv[i] = float4(input.uv[i].xyz,1);\n\
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\n\
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for (int i=0; i<2; i++)\n output.colors[i] = input.colors[i];\n\
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return output;\n\
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@ -57,7 +55,6 @@ return output;\n\
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const char *GenerateVertexShader() {
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return genericVS;
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}
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/*
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char text2[65536];
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