wined3d: Pass explicit texcoords to depth blt.
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437b342424
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@ -1788,8 +1788,7 @@ static GLuint create_arb_blt_vertex_program(WineD3D_GL_Info *gl_info) {
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"PARAM c[1] = { { 1, 0.5 } };\n"
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"MOV result.position, vertex.position;\n"
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"MOV result.color, c[0].x;\n"
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"MAD result.texcoord[0].y, -vertex.position, c[0], c[0];\n"
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"MAD result.texcoord[0].x, vertex.position, c[0].y, c[0].y;\n"
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"MOV result.texcoord[0], vertex.texcoord[0];\n"
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"END\n";
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GL_EXTCALL(glGenProgramsARB(1, &program_id));
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@ -3388,8 +3388,7 @@ static GLhandleARB create_glsl_blt_shader(WineD3D_GL_Info *gl_info) {
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"{\n"
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" gl_Position = gl_Vertex;\n"
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" gl_FrontColor = vec4(1.0);\n"
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" gl_TexCoord[0].x = (gl_Vertex.x * 0.5) + 0.5;\n"
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" gl_TexCoord[0].y = (-gl_Vertex.y * 0.5) + 0.5;\n"
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" gl_TexCoord[0] = gl_MultiTexCoord0;\n"
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"}\n"
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};
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@ -3979,9 +3979,13 @@ static void surface_depth_blt(IWineD3DSurfaceImpl *This, GLuint texture, GLsizei
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device->shader_backend->shader_select_depth_blt((IWineD3DDevice *)device, tex_2d);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f, 1.0f);
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glVertex2f(-1.0f, -1.0f);
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glTexCoord2f(1.0f, 1.0f);
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glVertex2f(1.0f, -1.0f);
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glTexCoord2f(0.0f, 0.0f);
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glVertex2f(-1.0f, 1.0f);
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glTexCoord2f(1.0f, 0.0f);
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glVertex2f(1.0f, 1.0f);
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glEnd();
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