VertexShader: Remove 'special case' that has been disabled forever.
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@ -187,14 +187,6 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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else
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out.Write("o.colors_1 = o.colors_0;\n");
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}
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// special case if only pos and tex coord 0 and tex coord input is AB11
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// donko - this has caused problems in some games. removed for now.
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bool texGenSpecialCase = false;
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/*bool texGenSpecialCase =
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((g_main_cp_state.vtx_desc.Hex & 0x60600L) == g_main_cp_state.vtx_desc.Hex) && // only pos and tex coord 0
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(g_main_cp_state.vtx_desc.Tex0Coord != NOT_PRESENT) &&
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(xfmem.texcoords[0].texmtxinfo.inputform == XF_TEXINPUT_AB11);
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*/
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// transform texcoords
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out.Write("float4 coord = float4(0.0, 0.0, 1.0, 1.0);\n");
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@ -308,24 +300,12 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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"float4 P2 = " I_POSTTRANSFORMMATRICES"[%d];\n",
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postidx & 0x3f, (postidx + 1) & 0x3f, (postidx + 2) & 0x3f);
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if (texGenSpecialCase)
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{
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// no normalization
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// q of input is 1
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// q of output is unknown
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uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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// multiply by postmatrix
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out.Write("o.tex%d.xyz = float3(dot(P0.xy, o.tex%d.xy) + P0.z + P0.w, dot(P1.xy, o.tex%d.xy) + P1.z + P1.w, 0.0);\n", i, i, i);
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}
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else
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{
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uid_data->postMtxInfo[i].normalize = xfmem.postMtxInfo[i].normalize;
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if (postInfo.normalize)
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out.Write("o.tex%d.xyz = normalize(o.tex%d.xyz);\n", i, i);
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// multiply by postmatrix
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out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
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}
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// multiply by postmatrix
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out.Write("o.tex%d.xyz = float3(dot(P0.xyz, o.tex%d.xyz) + P0.w, dot(P1.xyz, o.tex%d.xyz) + P1.w, dot(P2.xyz, o.tex%d.xyz) + P2.w);\n", i, i, i, i);
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}
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out.Write("}\n");
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