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Sync with latest source-sdk-2013.
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@ -202,7 +202,7 @@ public:
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uint nWidth = nWidthHeight & 0xFFFF, nHeight = nWidthHeight >> 16;
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// Apply half pixel offset to output vertices to account for the pixel center difference between D3D9 and OpenGL.
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// We output vertices in clip space, which ranges from [-1,1], so 1.0/width in clip space transforms into .5/width in screenspace, see: "Viewports and Clipping (Direct3D 9)" in the DXSDK
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float v[4] = { 1.0f / nWidth, 1.0f / nHeight, nWidth, nHeight };
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float v[4] = { 1.0f / (float)nWidth, 1.0f / (float)nHeight, (float)nWidth, (float)nHeight };
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if ( m_locVertexScreenParams >= 0 )
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gGL->glUniform4fv( m_locVertexScreenParams, 1, v );
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}
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