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d3d9: Oops, don't need this, no prescale.
Hmm, trying to reduce differences, though...
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1 changed files with 1 additions and 5 deletions
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@ -104,11 +104,7 @@ void ComputeVertexShaderIDDX9(VertexShaderIDDX9 *id, u32 vertType, int prim, boo
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// 2 bits.
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id1 |= (vertTypeGetWeightMask(vertType) >> GE_VTYPE_WEIGHT_SHIFT) << 25;
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id1 |= (gstate.areNormalsReversed() & 1) << 27;
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if (doTextureProjection && gstate.getUVProjMode() == GE_PROJMAP_UV) {
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id1 |= ((vertType & GE_VTYPE_TC_MASK) >> GE_VTYPE_TC_SHIFT) << 28; // two bits
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} else {
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id1 |= (hasTexcoord & 1) << 28;
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}
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id1 |= (hasTexcoord & 1) << 28;
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}
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id->d[0] = id0;
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