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normalize the efb to texture process for color textures to make it work the same in all the plugins and with the same accuracy as real hardware (almost :))
please test for regressions and fixes. some little changes to make pixel shader more dx9 sm2.0 friendly. the condition is not to use pixel lighting ( sorry no hardware support for the quantity of parameters needed). git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6777 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -297,8 +297,7 @@ void TextureCache::TCacheEntry::FromRenderTarget(bool bFromZBuffer, bool bScaleB
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glViewport(0, 0, virtualW, virtualH);
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PixelShaderCache::SetCurrentShader(bFromZBuffer ? PixelShaderCache::GetDepthMatrixProgram() : PixelShaderCache::GetColorMatrixProgram());
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const float* const fConstAdd = colmat + 16; // fConstAdd is the last 4 floats of colmat
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PixelShaderManager::SetColorMatrix(colmat, fConstAdd); // set transformation
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PixelShaderManager::SetColorMatrix(colmat); // set transformation
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GL_REPORT_ERRORD();
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TargetRectangle targetSource = g_renderer->ConvertEFBRectangle(source_rect);
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