wined3d: Only consider POSITION0 PS inputs as vpos.
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@ -4151,7 +4151,7 @@ static void shader_glsl_input_pack(const struct wined3d_shader *shader, struct w
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if (vertexprocessing == vertexshader)
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if (vertexprocessing == vertexshader)
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{
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{
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if (!strcmp(semantic_name, "SV_POSITION"))
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if (!strcmp(semantic_name, "SV_POSITION") && !semantic_idx)
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shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
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shader_addline(buffer, "ps_in[%u]%s = vpos%s;\n",
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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shader->u.ps.input_reg_map[i], reg_mask, reg_mask);
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else
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else
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