reformat todo
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@ -92,7 +92,7 @@ VS_OUTPUT main(const VS_INPUT xIn)
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VS_OUTPUT xOut;
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// Fogging
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// TODO deduplicate
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// TODO: deduplicate
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const float fogDepth = abs(oFog.x);
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const float fogTableMode = CxbxFogInfo.x;
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const float fogDensity = CxbxFogInfo.y;
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@ -121,7 +121,7 @@ VS_OUTPUT main(const VS_INPUT xIn)
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xOut.oPts = oPts.x;
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xOut.oB0 = saturate(oB0);
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xOut.oB1 = saturate(oB1);
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// Scale textures (TODO : or should we apply this to the input register values?)
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// Scale textures (TODO: or should we apply this to the input register values?)
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xOut.oT0 = oT0 / xboxTextureScale[0];
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xOut.oT1 = oT1 / xboxTextureScale[1];
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xOut.oT2 = oT2 / xboxTextureScale[2];
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@ -1143,8 +1143,8 @@ IDirect3DVertexShader* InitShader(void (*compileFunc)(ID3DBlob**), const char* l
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void CxbxUpdateHostVertexShader()
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{
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extern bool g_bUsePassthroughHLSL; // TMP glue
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// TODO move d3d9 state to VertexShader.cpp
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static IDirect3DVertexShader* fixedFunctionShader = nullptr; // TODO move to shader cache
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// TODO: move d3d9 state to VertexShader.cpp
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static IDirect3DVertexShader* fixedFunctionShader = nullptr; // TODO: move to shader cache
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static IDirect3DVertexShader* passthroughShader = nullptr;
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static int vertexShaderVersion = -1;
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