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Oops, don't affect hardware transform.
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@ -232,7 +232,7 @@ void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform) {
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WRITE(p, "%s", boneWeightAttrDecl[TranslateNumBones(vertTypeGetNumBoneWeights(vertType))]);
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}
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if (doTexture && hasTexcoord) {
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if (doTextureProjection && !throughmode)
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if (doTextureProjection)
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WRITE(p, " float3 texcoord : TEXCOORD0;\n");
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else
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WRITE(p, " float2 texcoord : TEXCOORD0;\n");
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