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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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3 changed files with 34 additions and 33 deletions
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@ -199,7 +199,7 @@ void VertexShaderManager::SetConstants(bool proj_hax_1, bool proj_hax_2)
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static float GC_ALIGNED16(g_fProjectionMatrix[16]);
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if (xfregs.rawProjection[6] == 0) {
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if (xfregs.rawProjection[6] == 0) { // Model View
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g_fProjectionMatrix[0] = xfregs.rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = xfregs.rawProjection[1];
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@ -252,7 +252,7 @@ void VertexShaderManager::SetConstants(bool proj_hax_1, bool proj_hax_2)
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SETSTAT_FT(stats.gproj_14, g_fProjectionMatrix[14]);
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SETSTAT_FT(stats.gproj_15, g_fProjectionMatrix[15]);
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}
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else {
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else { // Orthogonal
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g_fProjectionMatrix[0] = xfregs.rawProjection[0];
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g_fProjectionMatrix[1] = 0.0f;
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g_fProjectionMatrix[2] = 0.0f;
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