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Vertex Shading / Projection Matrix done right (D3D)
git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@2343 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -27,7 +27,7 @@ struct VS_INPUT {\n\
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float4 pos : POSITION;\n\
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float3 normal : NORMAL;\n\
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float4 colors[2] : COLOR0;\n\
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float3 uv[8] : TEXCOORD0;\n\
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float4 uv[5] : TEXCOORD0;\n\
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};\n\
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\n\
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struct VS_OUTPUT {\n\
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@ -43,10 +43,9 @@ VS_OUTPUT main(const VS_INPUT input)\n\
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{\n\
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VS_OUTPUT output;\n\
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\n\
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output.pos = mul(matWorldViewProj, input.pos);\n\
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output.pos = mul(input.pos, matWorldViewProj);\n\
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// texgen\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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for (int i=0; i<5; i++)\n output.uv[i] = input.uv[i];\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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