Pass default values at SetVertexShader time
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@ -7126,6 +7126,15 @@ VOID WINAPI XTL::EMUPATCH(D3DDevice_SetVertexShader)
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexDeclaration");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexDeclaration");
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hRet = g_pD3DDevice->SetVertexShader((XTL::IDirect3DVertexShader9*)pVertexShader->Handle);
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hRet = g_pD3DDevice->SetVertexShader((XTL::IDirect3DVertexShader9*)pVertexShader->Handle);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader(VshHandleIsVertexShader)");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader(VshHandleIsVertexShader)");
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// Set default constant values for specular, diffuse, etc
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static const float ColorBlack[4] = { 0,0,0,0 };
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static const float ColorWhite[4] = { 1,1,1,1 };
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g_pD3DDevice->SetVertexShaderConstantF(193 + X_D3DVSDE_DIFFUSE, ColorWhite, 1);
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g_pD3DDevice->SetVertexShaderConstantF(193 + X_D3DVSDE_BACKDIFFUSE, ColorWhite, 1);
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g_pD3DDevice->SetVertexShaderConstantF(193 + X_D3DVSDE_SPECULAR, ColorBlack, 1);
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g_pD3DDevice->SetVertexShaderConstantF(193 + X_D3DVSDE_BACKSPECULAR, ColorBlack, 1);
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} else {
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} else {
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hRet = g_pD3DDevice->SetVertexShader(nullptr);
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hRet = g_pD3DDevice->SetVertexShader(nullptr);
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader");
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DEBUG_D3DRESULT(hRet, "g_pD3DDevice->SetVertexShader");
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