mirror of https://github.com/PCSX2/pcsx2.git
GSdx:
Another refinement to the Wild Arms hack by KrossX. The hack now only applies to one kind of geometry (sent using the unpacked UV handler). This works nicer in Wild Arms as it fixes "jumpy" characters. git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5124 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -308,6 +308,7 @@ CRC::Game CRC::m_games[] =
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{0x60A42FF5, MidnightClub3, US, 0}, //remix
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{0x4B1A0FFA, XmenOriginsWolverine, US, 0},
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{0xBFF3DBCB, CallofDutyFinalFronts, US, 0},
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{0xB78A5F5A, CallofDutyFinalFronts, EU, 0},
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{0xD03D4C77, SpyroNewBeginning, US, 0},
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{0x0EE5646B, SpyroNewBeginning, EU, 0},
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{0x7ACF7E03, SpyroNewBeginning, NoRegion, 0},
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@ -31,6 +31,7 @@ GSRendererDX::GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter)
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m_fba = !!theApp.GetConfig("fba", 1);
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UserHacks_AlphaHack = !!theApp.GetConfig("UserHacks_AlphaHack", 0) && !!theApp.GetConfig("UserHacks", 0);
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UserHacks_WildHack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_WildHack", 0) : 0;
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}
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GSRendererDX::~GSRendererDX()
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@ -145,9 +146,6 @@ void GSRendererDX::DrawPrims(GSTexture* rt, GSTexture* ds, GSTextureCache::Sourc
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vs_sel.logz = dev->HasDepth32() ? 0 : m_logz ? 1 : 0;
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vs_sel.rtcopy = !!rtcopy;
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if(tex) vs_sel.wildhack = tex->m_wildhack_t;
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else vs_sel.wildhack = 0;
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// The real GS appears to do no masking based on the Z buffer format and writing larger Z values
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// than the buffer supports seems to be an error condition on the real GS, causing it to crash.
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// We are probably receiving bad coordinates from VU1 in these cases.
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@ -36,6 +36,8 @@ protected:
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virtual void SetupIA() = 0;
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virtual void UpdateFBA(GSTexture* rt) {}
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int UserHacks_WildHack;
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public:
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GSRendererDX(GSTextureCache* tc, const GSVector2& pixelcenter = GSVector2(0, 0));
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virtual ~GSRendererDX();
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@ -47,6 +47,15 @@ void GSRendererDX11::SetupIA()
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{
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GSVector4i::storent(ptr, m_vertex.buff, sizeof(GSVertex) * m_vertex.next);
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if(UserHacks_WildHack && !isPackedUV_HackFlag)
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{
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GSVertex* RESTRICT d = (GSVertex*)ptr;
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for(unsigned int i = 0; i < m_vertex.next; i++, d++)
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if(PRIM->TME && PRIM->FST)
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d->UV &= UserHacks_WildHack == 1 ? 0x3FEF3FEF : 0x3FF73FF7;
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}
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dev->IAUnmapVertexBuffer();
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}
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@ -199,6 +199,14 @@ void GSRendererDX9::SetupIA()
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{
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if(PRIM->FST)
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{
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if(UserHacks_WildHack && !isPackedUV_HackFlag)
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{
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t = GSVector4(GSVector4i::load(UserHacks_WildHack == 1?
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s->UV & 0x3FEF3FEF : s->UV & 0x3FF73FF7).upl16());
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//printf("GSDX: %08X | D3D9(%d) %s\n", s->UV & 0x3FEF3FEF, m_vertex.next, i == 0 ? "*" : "");
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}
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else
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t = GSVector4(GSVector4i::load(s->UV).upl16());
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}
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else
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@ -464,6 +464,8 @@ void GSState::GIFPackedRegHandlerUV(const GIFPackedReg* RESTRICT r)
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GSVector4i v = GSVector4i::loadl(r) & GSVector4i::x00003fff();
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m_v.UV = (uint32)GSVector4i::store(v.ps32(v));
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isPackedUV_HackFlag = true;
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}
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template<uint32 prim, uint32 adc>
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@ -653,6 +655,8 @@ void GSState::GIFRegHandlerST(const GIFReg* RESTRICT r)
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void GSState::GIFRegHandlerUV(const GIFReg* RESTRICT r)
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{
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m_v.UV = r->UV.u32[0] & 0x3fff3fff;
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isPackedUV_HackFlag = false;
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}
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template<uint32 prim, uint32 adc>
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@ -194,6 +194,8 @@ public:
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GSDump m_dump;
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bool m_nativeres;
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bool isPackedUV_HackFlag;
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int s_n;
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bool s_dump;
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bool s_save;
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@ -26,7 +26,7 @@ GSTextureCache::GSTextureCache(GSRenderer* r)
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: m_renderer(r)
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{
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m_spritehack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_SpriteHack", 0) : 0;
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m_wildhack = !!theApp.GetConfig("UserHacks", 0) ? theApp.GetConfig("UserHacks_WildHack", 0) : 0;
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UserHacks_HalfPixelOffset = !!theApp.GetConfig("UserHacks", 0) && !!theApp.GetConfig("UserHacks_HalfPixelOffset", 0);
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m_paltex = !!theApp.GetConfig("paltex", 0);
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@ -584,8 +584,6 @@ GSTextureCache::Source* GSTextureCache::CreateSource(const GIFRegTEX0& TEX0, con
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bool hack = false;
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src->m_wildhack_t = m_wildhack; // dunno where to put it really, but works fine here.
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if(dst == NULL)
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{
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if(m_spritehack && (TEX0.PSM == PSM_PSMT8 || TEX0.PSM == PSM_PSMT8H))
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@ -76,7 +76,6 @@ public:
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bool m_complete;
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bool m_repeating;
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bool m_spritehack_t;
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int m_wildhack_t;
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vector<GSVector2i>* m_p2t;
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public:
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@ -121,7 +120,6 @@ protected:
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list<Target*> m_dst[2];
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bool m_paltex;
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int m_spritehack;
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int m_wildhack;
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uint8* m_temp;
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virtual Source* CreateSource(const GIFRegTEX0& TEX0, const GIFRegTEXA& TEXA, Target* t = NULL);
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@ -88,13 +88,12 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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if(i == m_vs.end())
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{
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string str[5];
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string str[4];
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str[0] = format("%d", sel.bppz);
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str[1] = format("%d", sel.tme);
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.rtcopy);
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str[4] = format("%d", sel.wildhack);
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D3D11_SHADER_MACRO macro[] =
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{
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@ -102,7 +101,6 @@ void GSDevice11::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{"VS_TME", str[1].c_str()},
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{"VS_FST", str[2].c_str()},
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{"VS_RTCOPY", str[3].c_str()},
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{"VS_WILDHACK", str[4].c_str()},
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{NULL, NULL},
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};
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@ -67,14 +67,13 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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if(i == m_vs.end())
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{
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string str[6];
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string str[5];
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str[0] = format("%d", sel.bppz);
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str[1] = format("%d", sel.tme);
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str[2] = format("%d", sel.fst);
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str[3] = format("%d", sel.logz);
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str[4] = format("%d", sel.rtcopy);
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str[5] = format("%d", sel.wildhack);
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D3DXMACRO macro[] =
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{
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@ -83,7 +82,6 @@ void GSDevice9::SetupVS(VSSelector sel, const VSConstantBuffer* cb)
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{"VS_FST", str[2].c_str()},
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{"VS_LOGZ", str[3].c_str()},
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{"VS_RTCOPY", str[4].c_str()},
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{"VS_WILDHACK", str[5].c_str()},
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{NULL, NULL},
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};
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@ -13,7 +13,6 @@
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#define VS_BPPZ 0
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#define VS_TME 1
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#define VS_FST 1
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#define VS_WILDHACK 0
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#endif
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#ifndef GS_IIP
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@ -621,13 +620,7 @@ VS_OUTPUT vs_main(VS_INPUT input)
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{
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if(VS_FST)
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{
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#if VS_WILDHACK == 1
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output.t.xy = (input.uv & 0x3FEF) * TextureScale;
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#elif VS_WILDHACK == 2
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output.t.xy = (input.uv & 0x3FF7) * TextureScale;
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#else
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output.t.xy = input.uv * TextureScale;
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#endif
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output.t.w = 1.0f;
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}
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else
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{
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if(VS_FST)
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{
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#if VS_WILDHACK == 1
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output.t.x = (frac(floor(input.t.x / 16.0)/2.0) > 0.4 ? input.t.x - 16.0 : input.t.x) * TextureScale.x;
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output.t.y = (frac(floor(input.t.y / 16.0)/2.0) > 0.4 ? input.t.y - 16.0 : input.t.y) * TextureScale.y;
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#elif VS_WILDHACK == 2
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output.t.x = (frac(floor(input.t.x / 8.0)/2.0) > 0.4 ? input.t.x - 8.0 : input.t.x) * TextureScale.x;
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output.t.y = (frac(floor(input.t.y / 8.0)/2.0) > 0.4 ? input.t.y - 8.0 : input.t.y) * TextureScale.y;
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#else
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output.t.xy = input.t * TextureScale;
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#endif
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output.t.w = 1.0f;
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}
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else
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