wined3d: Don't modify the texcoord mask for "projected" cube textures in shader_glsl_tex().
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@ -3515,8 +3515,11 @@ static void shader_glsl_tex(const struct wined3d_shader_instruction *ins)
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sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
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sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
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mask = WINED3DSP_WRITEMASK_3;
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mask = WINED3DSP_WRITEMASK_3;
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}
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}
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} else {
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}
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if (ins->flags & WINED3DSI_TEXLD_PROJECT)
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else
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{
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if ((ins->flags & WINED3DSI_TEXLD_PROJECT)
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&& ins->ctx->reg_maps->sampler_type[sampler_idx] != WINED3DSTT_CUBE)
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{
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{
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/* ps 2.0 texldp instruction always divides by the fourth component. */
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/* ps 2.0 texldp instruction always divides by the fourth component. */
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sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
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sample_flags |= WINED3D_GLSL_SAMPLE_PROJECTED;
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