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@ -174,14 +174,6 @@ TextureArgs ExecuteTextureStage(
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// Sample the texture
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float4 t;
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int type = TextureSampleType[i];
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// Divide texcoords by w when sampling
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// Which corresponds to D3DTTFF_PROJECTED behaviour
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// The w component can be set by titles in vertex shaders
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// without using texture transform flags
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// Test case: DoA 3 reflections on 'Ice Stage'
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//float4 coords;// = TexCoords[i].xyzw / TexCoords[i].w;
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if (TexCoords[i].w > 1.0)
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TexCoords[i].xyzw = TexCoords[i].xyzw / TexCoords[i].w;
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if (type == SAMPLE_NONE)
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t = 1; // Test case JSRF
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else if (type == SAMPLE_2D)
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