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Merge pull request #7491 from thedax/ge-environmentmap-ded9
Update GE_TEXMAP_ENVIRONMENT_MAP in Direct3D9 so it matches OpenGL's behaviour
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@@ -571,7 +571,7 @@ void GenerateVertexShaderDX9(int prim, char *buffer, bool useHWTransform) {
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break;
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case GE_TEXMAP_ENVIRONMENT_MAP: // Shade mapping - use dots from light sources.
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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());
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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());
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break;
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default:
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