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d3d: Correct render-to-texture effects.
Was checking the corners wrong.
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1 changed files with 4 additions and 4 deletions
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@ -404,11 +404,11 @@ void SoftwareTransform(
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bool tlOutside;
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bool brOutside;
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if (gstate_c.flipTexture) {
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tlOutside = transformed[0].v < -invTexH && transformed[0].v > 1.0f - heightFactor;
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brOutside = transformed[1].v < -invTexH && transformed[1].v > 1.0f - heightFactor;
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tlOutside = transformed[0].v < -invTexH && transformed[0].v >= 1.0f - heightFactor;
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brOutside = transformed[1].v < -invTexH && transformed[1].v >= 1.0f - heightFactor;
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} else {
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tlOutside = transformed[0].v > invTexH && transformed[0].v > heightFactor - 1.0f;
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brOutside = transformed[1].v > invTexH && transformed[1].v > heightFactor - 1.0f;
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tlOutside = transformed[0].v <= heightFactor && transformed[0].v > 1.0f + invTexH;
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brOutside = transformed[1].v <= heightFactor && transformed[1].v > 1.0f + invTexH;
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}
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if (tlOutside || brOutside) {
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// Okay, so we're texturing from outside the framebuffer, but inside the texture height.
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