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Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour #7491

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Feb 17, 2015
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2 changes: 1 addition & 1 deletion GPU/Directx9/VertexShaderGeneratorDX9.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -571,7 +571,7 @@ void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform) {
break;

case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 - dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
WRITE(p, " Out.v_texcoord.xy = u_uvscaleoffset.xy * float2(1.0 + dot(normalize(u_lightpos%i), worldnormal), 1.0 + dot(normalize(u_lightpos%i), worldnormal)) * 0.5;\n", gstate.getUVLS0(), gstate.getUVLS1());
break;

default:
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