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Fehler beim zeichnen von texturierten 2D Objekten behoben (es wurden falsche textur koordinaten berechnet)

Kolja Strohm 7 năm trước cách đây
mục cha
commit
c5de50ecf6
5 tập tin đã thay đổi với 96 bổ sung và 96 xóa
  1. 15 15
      DX12PixelShader.h
  2. 21 21
      DX12VertexShader.h
  3. 25 25
      Model2D.cpp
  4. 16 16
      UIPixelShader.h
  5. 19 19
      UIVertexShader.h

+ 15 - 15
DX12PixelShader.h

@@ -92,10 +92,10 @@ ret
 
 const BYTE DX12PixelShaderBytes[] =
 {
-     68,  88,  66,  67,   2, 190, 
-    164,   0, 222, 176,  36, 219, 
-     76,  94, 220,  98, 188, 208, 
-    120, 194,   1,   0,   0,   0, 
+     68,  88,  66,  67, 178,  79, 
+     30,   8, 173, 134,  50, 192, 
+    175, 227,  20,  54,  17, 223, 
+    171,  63,   1,   0,   0,   0, 
     184,  91,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      36,   2,   0,   0, 188,   2, 
@@ -763,11 +763,11 @@ const BYTE DX12PixelShaderBytes[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0, 148,  46, 
-     49,   1,  12, 251, 140,  92, 
-      1,   0,   0,   0, 174, 126, 
-    184, 122, 206,  33, 107,  78, 
-    156,  60, 191, 108,  82,  56, 
-     52, 160,   0,   0,   0,   0, 
+     49,   1,  63, 205, 146,  92, 
+      1,   0,   0,   0,  87,  84, 
+    149, 222,  37,  76,  41,  75, 
+    167,  71, 143, 147,  51,  58, 
+     40, 251,   0,   0,   0,   0, 
       0,   0,   0,   0,   1,   0, 
       0,   0,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1788,7 +1788,7 @@ const BYTE DX12PixelShaderBytes[] =
      32,  32,  32,  32,  32,  32, 
      32,  32,  32,  32,  27, 226, 
      48,   1, 128,   0,   0,   0, 
-    100, 100,  81, 198, 252, 219, 
+    207,  28, 109,   0, 117, 223, 
     212,   1,   1,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -3427,7 +3427,7 @@ const BYTE DX12PixelShaderBytes[] =
       2,   0,   9,   0, 220,   4, 
       0,   0,   0,   0,   0,   0, 
     156,   1,   0,   0,   1,   0, 
-      0,   0, 184, 123,   4,   3, 
+      0,   0,   0, 123, 108,   3, 
       0,   0,   0,   0,   0,   0, 
       0,   0, 109,  97, 105, 110, 
       0, 110, 111, 110, 101,   0, 
@@ -3494,10 +3494,10 @@ const BYTE DX12PixelShaderBytes[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0, 148,  46,  49,   1, 
-     12, 251, 140,  92,   1,   0, 
-      0,   0, 174, 126, 184, 122, 
-    206,  33, 107,  78, 156,  60, 
-    191, 108,  82,  56,  52, 160, 
+     63, 205, 146,  92,   1,   0, 
+      0,   0,  87,  84, 149, 222, 
+     37,  76,  41,  75, 167,  71, 
+    143, 147,  51,  58,  40, 251, 
     137,   0,   0,   0,  47,  76, 
     105, 110, 107,  73, 110, 102, 
     111,   0,  47, 110,  97, 109, 

+ 21 - 21
DX12VertexShader.h

@@ -129,10 +129,10 @@ ret
 
 const BYTE DX12VertexShaderBytes[] =
 {
-     68,  88,  66,  67, 211, 209, 
-     51, 133, 143,  65, 184, 255, 
-     60, 126, 102,  75,  45,  80, 
-     95, 104,   1,   0,   0,   0, 
+     68,  88,  66,  67, 105,  96, 
+    138,  45, 149, 106,  57,  74, 
+    193,  86, 238,  91,  81,  44, 
+    134, 211,   1,   0,   0,   0, 
     108,  78,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     124,   2,   0,   0,  16,   3, 
@@ -915,11 +915,11 @@ const BYTE DX12VertexShaderBytes[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-    148,  46,  49,   1,  13, 251, 
-    140,  92,   1,   0,   0,   0, 
-    152, 153, 173,  92, 216,  48, 
-     16,  67, 156, 210, 119,  58, 
-     46,  38,  39, 101,   0,   0, 
+    148,  46,  49,   1,  63, 205, 
+    146,  92,   1,   0,   0,   0, 
+     43,  12,  30, 149, 130, 195, 
+    203,  72, 189, 194,  60,  57, 
+    153,  97,  60, 196,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       1,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -1095,7 +1095,7 @@ const BYTE DX12VertexShaderBytes[] =
       0,   0, 103, 159,   1,   0, 
     179, 120,   1,   0, 238,  97, 
       2,   0,  90,  28,   0,   0, 
-     38,   8,   0,   0,  53, 174, 
+     99,  81,   1,   0,  53, 174, 
       3,   0, 206,  21,   0,   0, 
     193, 205,   3,   0, 207, 193, 
       1,   0,  62,   3,   3,   0, 
@@ -1684,8 +1684,8 @@ const BYTE DX12VertexShaderBytes[] =
     111, 110,  59,  13,  10, 125, 
      59,  13,  10,  13,  10,  47, 
      27, 226,  48,   1, 128,   0, 
-      0,   0, 238,  82, 154, 198, 
-    252, 219, 212,   1,   1,   0, 
+      0,   0, 218, 159, 177,   0, 
+    117, 223, 212,   1,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2200,7 +2200,7 @@ const BYTE DX12VertexShaderBytes[] =
      12,  16,   0,   0,   1,   0, 
       1,   0,  14,   0,  23,  21, 
      13,  16,   0,   0,  36,   2, 
-    112, 106,   0,   0, 242, 241, 
+    160, 120,   0,   0, 242, 241, 
      10,   0,  24,  21,  14,  16, 
       0,   0,   1,   0,   0,   2, 
      18,   0,  22,  21,  10,  16, 
@@ -3148,19 +3148,19 @@ const BYTE DX12VertexShaderBytes[] =
       1,   0,   0,   0,   0,   0, 
       0,   0,  24,   4,   0,   0, 
      32,   0,   0,  96,   0,   0, 
-      0,   0,   0,   0,   0,   0, 
+     60, 196,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       9,   0, 132,   5,   0,   0, 
       0,   0,   0,   0, 236,   2, 
       0,   0,   1,   0,   0,   0, 
-     40, 123,  48,   3,   0,   0, 
+      0, 122, 133,   3,   0,   0, 
       0,   0,   0,   0,   0,   0, 
     109,  97, 105, 110,   0, 110, 
     111, 110, 101,   0,   0,   0, 
      45, 186,  46, 241,   1,   0, 
       0,   0,   0,   0,   0,   0, 
      24,   4,   0,   0,  32,   0, 
-      0,  96,   0,   0,   0,   0, 
+      0,  96,   0,   0,  60, 196, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   2,   0,   2,   0, 
       7,   0,   0,   0,   0,   0, 
@@ -3219,11 +3219,11 @@ const BYTE DX12VertexShaderBytes[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-    148,  46,  49,   1,  13, 251, 
-    140,  92,   1,   0,   0,   0, 
-    152, 153, 173,  92, 216,  48, 
-     16,  67, 156, 210, 119,  58, 
-     46,  38,  39, 101, 138,   0, 
+    148,  46,  49,   1,  63, 205, 
+    146,  92,   1,   0,   0,   0, 
+     43,  12,  30, 149, 130, 195, 
+    203,  72, 189, 194,  60,  57, 
+    153,  97,  60, 196, 138,   0, 
       0,   0,  47,  76, 105, 110, 
     107,  73, 110, 102, 111,   0, 
      47, 110,  97, 109, 101, 115, 

+ 25 - 25
Model2D.cpp

@@ -154,7 +154,7 @@ bool Model2DData::istLinieInnen( Vertex a, Vertex b, int polygonId ) const
 }
 
 // nicht constant
-bool Model2DData::erstelleModell( Array< Polygon2D > *polygons )
+bool Model2DData::erstelleModell( Array< Polygon2D > * polygons )
 {
     removeModell();
     if( !polygons || !polygons->getEintragAnzahl() )
@@ -400,7 +400,7 @@ void Model2DData::removeModell() // setzt die Vertex daten zur
     maxP = Punkt( 0, 0 );
 }
 
-bool Model2DData::calcHitPoint( Vertex pos, Vertex dir, const char *polygonName, Vertex &hitpoint, Vertex &moveSpeed, float &rotSpeed ) const
+bool Model2DData::calcHitPoint( Vertex pos, Vertex dir, const char *polygonName, Vertex & hitpoint, Vertex & moveSpeed, float &rotSpeed ) const
 {
     if( dir.x == 0 && dir.y == 0 )
         return 0;
@@ -456,7 +456,7 @@ bool Model2DData::calcHitPoint( Vertex pos, Vertex dir, const char *polygonName,
     return ret;
 }
 
-bool Model2DData::split( Vertex pos, Vertex dir, char *polygonName, Polygon2D &partA, Polygon2D &partB, Punkt &posA, Punkt &posB, std::function< double() > random ) const
+bool Model2DData::split( Vertex pos, Vertex dir, char *polygonName, Polygon2D & partA, Polygon2D & partB, Punkt & posA, Punkt & posB, std::function< double() > random ) const
 {
     Vertex originalDir = dir;
     bool ret = 0;
@@ -631,8 +631,8 @@ bool Model2DData::split( Vertex pos, Vertex dir, char *polygonName, Polygon2D &p
                 partB.tKordinaten->add( polygon._.tKordinaten->get( rightI ) );
                 *partA.schwerpunkt /= (float)partA.vertex->getEintragAnzahl();
                 *partB.schwerpunkt /= (float)partB.vertex->getEintragAnzahl();
-                posA = (Punkt)*partA.schwerpunkt;
-                posB = (Punkt)*partB.schwerpunkt;
+                posA = (Punkt)* partA.schwerpunkt;
+                posB = (Punkt)* partB.schwerpunkt;
                 for( int i = 0; i < partA.vertex->getEintragAnzahl(); i++ )
                     partA.vertex->set( partA.vertex->get( i ) - *partA.schwerpunkt, i );
                 for( int i = 0; i < partB.vertex->getEintragAnzahl(); i++ )
@@ -670,7 +670,7 @@ float Model2DData::getMasse() const
 }
 
 // Reference Counting
-Model2DData *Model2DData::getThis()
+Model2DData * Model2DData::getThis()
 {
     ref++;
     return this;
@@ -704,14 +704,14 @@ Model2DObject::~Model2DObject()
 }
 
 // nicht constant
-void Model2DObject::setModel( Model2DData *mdl )
+void Model2DObject::setModel( Model2DData * mdl )
 {
     if( rData )
         rData->release();
     rData = mdl;
 }
 
-void Model2DObject::setTextur( Textur2D *t )
+void Model2DObject::setTextur( Textur2D * t )
 {
     int index = 0;
     if( rData )
@@ -758,7 +758,7 @@ void Model2DObject::impuls( Vertex start, Vertex speed, float strength )
     }
 }
 
-void Model2DObject::setTextur( Textur2D *t, const char *polygonName )
+void Model2DObject::setTextur( Textur2D * t, const char *polygonName )
 {
     int index = 0;
     for( auto i = rData->polygons->getIterator(); i; i++, index++ )
@@ -769,7 +769,7 @@ void Model2DObject::setTextur( Textur2D *t, const char *polygonName )
     t->release();
 }
 
-void Model2DObject::render( Mat3< float > &kamMat, Bild &zRObj, const char *kamName )
+void Model2DObject::render( Mat3< float > & kamMat, Bild & zRObj, const char *kamName )
 {
     if( !rData || !rData->polygons || !textur )
         return;
@@ -787,9 +787,9 @@ void Model2DObject::render( Mat3< float > &kamMat, Bild &zRObj, const char *kamN
                     Vertex a = mat * *j->punkt;
                     Vertex b = mat * *j.next()->punkt;
                     Vertex c = mat * *j.next().next()->punkt;
-                    Punkt ta = (Punkt)Vertex( j->textur->x * (float)txt->getBreite(), j->textur->y * (float)txt->getHeight() );
-                    Punkt tb = (Punkt)Vertex( j.next()->textur->x * (float)txt->getBreite(), j.next()->textur->y * (float)txt->getHeight() );
-                    Punkt tc = (Punkt)Vertex( j.next().next()->textur->x * (float)txt->getBreite(), j.next().next()->textur->y * (float)txt->getHeight() );
+                    Punkt ta = (Punkt)Vertex( j->textur->x * (float)( txt->getBreite() - 1 ), j->textur->y * (float)( txt->getHeight() - 1 ) );
+                    Punkt tb = (Punkt)Vertex( j.next()->textur->x * (float)( txt->getBreite() - 1 ), j.next()->textur->y * (float)( txt->getHeight() - 1 ) );
+                    Punkt tc = (Punkt)Vertex( j.next().next()->textur->x * (float)( txt->getBreite() - 1 ), j.next().next()->textur->y * (float)( txt->getHeight() - 1 ) );
                     zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
                 }
             }
@@ -893,7 +893,7 @@ bool Model2DObject::istLinieInnen( Vertex a, Vertex b ) const
     return 0;
 }
 
-bool Model2DObject::istModelInnen( const Object2D *zObj, Vertex *sp, bool end ) const
+bool Model2DObject::istModelInnen( const Object2D * zObj, Vertex * sp, bool end ) const
 {
     if( !end )
     {
@@ -924,11 +924,11 @@ bool Model2DObject::istModelInnen( const Object2D *zObj, Vertex *sp, bool end )
 Rect2< float > Model2DObject::getBoundingBox() const
 {
     if( rData )
-        return Rect2< float >{ (Vertex)rData->minP * size + position, (Vertex)rData->maxP * size + position };
+        return Rect2< float >{ (Vertex)rData->minP *size + position, (Vertex)rData->maxP *size + position };
     return Rect2< float >();
 }
 
-bool Model2DObject::calcHitPoint( Vertex pos, Vertex dir, Vertex &hitpoint ) const
+bool Model2DObject::calcHitPoint( Vertex pos, Vertex dir, Vertex & hitpoint ) const
 {
     pos = getObjectPos( pos );
     dir = getObjectDir( dir );
@@ -1070,7 +1070,7 @@ Model2D::~Model2D()
 }
 
 // nicht constant
-void Model2D::setModel( Model2DData *mdl )
+void Model2D::setModel( Model2DData * mdl )
 {
     if( rData )
         rData->release();
@@ -1109,7 +1109,7 @@ void Model2D::addSize( float size )
     rend = 1;
 }
 
-void Model2D::setTextur( Textur2D *t )
+void Model2D::setTextur( Textur2D * t )
 {
     int index = 0;
     if( rData )
@@ -1120,7 +1120,7 @@ void Model2D::setTextur( Textur2D *t )
     t->release();
 }
 
-void Model2D::setTextur( Textur2D *t, const char *polygonName )
+void Model2D::setTextur( Textur2D * t, const char *polygonName )
 {
     int index = 0;
     for( auto i = rData->polygons->getIterator(); i; i++, index++ )
@@ -1137,7 +1137,7 @@ void Model2D::setFarbe( int f )
     rend = 1;
 }
 
-void Model2D::doMausEreignis( MausEreignis &me )
+void Model2D::doMausEreignis( MausEreignis & me )
 {
     if( !mak || me.verarbeitet || !istPunktInnen( Punkt( me.mx, me.my ) ) )
         return;
@@ -1156,7 +1156,7 @@ bool Model2D::tick( double tickVal )
     return ret;
 }
 
-void Model2D::render( Bild &zRObj )
+void Model2D::render( Bild & zRObj )
 {
     if( !rData || hatStyleNicht( Model2D::Style::Sichtbar ) || !rData->polygons )
         return;
@@ -1193,9 +1193,9 @@ void Model2D::render( Bild &zRObj )
                         Vertex a = mat * *j->punkt;
                         Vertex b = mat * *j.next()->punkt;
                         Vertex c = mat * *j.next().next()->punkt;
-                        Punkt ta = (Punkt)Vertex( j->textur->x * (float)txt->getBreite(), j->textur->y * (float)txt->getHeight() );
-                        Punkt tb = (Punkt)Vertex( j.next()->textur->x * (float)txt->getBreite(), j.next()->textur->y * (float)txt->getHeight() );
-                        Punkt tc = (Punkt)Vertex( j.next().next()->textur->x * (float)txt->getBreite(), j.next().next()->textur->y * (float)txt->getHeight() );
+                        Punkt ta = (Punkt)Vertex( j->textur->x * (float)( txt->getBreite() - 1 ), j->textur->y * (float)( txt->getHeight() - 1 ) );
+                        Punkt tb = (Punkt)Vertex( j.next()->textur->x * (float)( txt->getBreite() - 1 ), j.next()->textur->y * (float)( txt->getHeight() - 1 ) );
+                        Punkt tc = (Punkt)Vertex( j.next().next()->textur->x * (float)( txt->getBreite() - 1 ), j.next().next()->textur->y * (float)( txt->getHeight() - 1 ) );
                         if( hatStyle( Model2D::Style::Alpha ) )
                             zRObj.drawDreieckTexturAlpha( a, b, c, ta, tb, tc, *txt );
                         else
@@ -1340,7 +1340,7 @@ bool Model2D::istLinieInnen( Vertex a, Vertex b ) const
     return 0;
 }
 
-bool Model2D::istModelInnen( const Model2D *zMdl, bool end ) const
+bool Model2D::istModelInnen( const Model2D * zMdl, bool end ) const
 {
     if( !end )
     {

+ 16 - 16
UIPixelShader.h

@@ -262,10 +262,10 @@ ret
 
 const BYTE UIPixelShader[] =
 {
-     68,  88,  66,  67, 125, 242, 
-    155, 105, 123, 253, 105, 247, 
-    177,  86,  32,  33,   0,  18, 
-      5, 129,   1,   0,   0,   0, 
+     68,  88,  66,  67, 228,  89, 
+    255, 199, 110, 134, 244, 235, 
+    253,  53, 150, 109, 175,  59, 
+    130, 134,   1,   0,   0,   0, 
     136, 104,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
     124,   5,   0,   0,  12,   6, 
@@ -1480,10 +1480,10 @@ const BYTE UIPixelShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0, 148,  46,  49,   1, 
-     13, 251, 140,  92,   1,   0, 
-      0,   0,  44, 216,  45, 141, 
-    122,  47, 122,  75, 176,  29, 
-    194, 240, 190,  47,  29, 134, 
+     63, 205, 146,  92,   1,   0, 
+      0,   0, 113, 129,  86, 182, 
+    229, 198, 154,  70, 144, 184, 
+     67, 176,  40,  19, 166,  30, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
@@ -2419,8 +2419,8 @@ const BYTE UIPixelShader[] =
      32,  32,  32,  32,  32,  32, 
      32,  32,  32,  32,  32,  32, 
      27, 226,  48,   1, 128,   0, 
-      0,   0,  56, 173, 195, 198, 
-    252, 219, 212,   1,   1,   0, 
+      0,   0,  13, 141, 214,   0, 
+    117, 223, 212,   1,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -4400,7 +4400,7 @@ const BYTE UIPixelShader[] =
       9,   0, 160,   7,   0,   0, 
       0,   0,   0,   0, 244,   9, 
       0,   0,   1,   0,   0,   0, 
-     88, 120, 152,   3,   0,   0, 
+    176, 122,  30,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
      84, 101, 120, 116, 117, 114, 
     101,  80, 105, 120, 101, 108, 
@@ -4466,11 +4466,11 @@ const BYTE UIPixelShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
-    148,  46,  49,   1,  13, 251, 
-    140,  92,   1,   0,   0,   0, 
-     44, 216,  45, 141, 122,  47, 
-    122,  75, 176,  29, 194, 240, 
-    190,  47,  29, 134, 137,   0, 
+    148,  46,  49,   1,  63, 205, 
+    146,  92,   1,   0,   0,   0, 
+    113, 129,  86, 182, 229, 198, 
+    154,  70, 144, 184,  67, 176, 
+     40,  19, 166,  30, 137,   0, 
       0,   0,  47,  76, 105, 110, 
     107,  73, 110, 102, 111,   0, 
      47, 110,  97, 109, 101, 115, 

+ 19 - 19
UIVertexShader.h

@@ -119,10 +119,10 @@ ret
 
 const BYTE UIVertexShader[] =
 {
-     68,  88,  66,  67,  59,  66, 
-    185,  97, 135, 225,  23,  79, 
-    223, 169, 210, 227, 190, 164, 
-     24, 230,   1,   0,   0,   0, 
+     68,  88,  66,  67,  61,  65, 
+    250,  39, 181, 236, 220, 196, 
+     69, 214,  76, 113, 237, 236, 
+    131, 239,   1,   0,   0,   0, 
     168,  77,   0,   0,   6,   0, 
       0,   0,  56,   0,   0,   0, 
      20,   2,   0,   0, 168,   2, 
@@ -873,10 +873,10 @@ const BYTE UIVertexShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0, 148,  46,  49,   1, 
-     13, 251, 140,  92,   1,   0, 
-      0,   0, 114, 218,   1, 192, 
-     76, 217, 121,  73, 185, 188, 
-      6, 160, 212, 176, 165,  34, 
+     64, 205, 146,  92,   1,   0, 
+      0,   0, 162, 152, 100, 168, 
+    213, 218,  97,  79, 168, 249, 
+    172, 105,  10, 185, 122, 210, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   1,   0,   0,   0, 
       1,   0,   0,   0,   0,   0, 
@@ -1556,8 +1556,8 @@ const BYTE UIVertexShader[] =
      32,  32,  32,  32,  32,  32, 
      32,  32,  32,  32,  32,  32, 
      27, 226,  48,   1, 128,   0, 
-      0,   0, 170, 185,   7, 199, 
-    252, 219, 212,   1,   1,   0, 
+      0,   0, 188, 150,  28,   1, 
+    117, 223, 212,   1,   1,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
@@ -2934,13 +2934,13 @@ const BYTE UIVertexShader[] =
       0,   0,   0,   0,   1,   0, 
       0,   0,   0,   0,   0,   0, 
     196,   3,   0,   0,  32,   0, 
-      0,  96,   0,   0, 165,  34, 
+      0,  96,   0,   0, 122, 210, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   2,   0,   9,   0, 
      80,   5,   0,   0,   0,   0, 
       0,   0, 236,   2,   0,   0, 
-      1,   0,   0,   0, 136, 123, 
-     86,   3,   0,   0,   0,   0, 
+      1,   0,   0,   0,  32, 122, 
+    117,   3,   0,   0,   0,   0, 
       0,   0,   0,   0,  84, 101, 
     120, 116, 117, 114, 101,  86, 
     101, 114, 116, 101, 120,  83, 
@@ -2950,7 +2950,7 @@ const BYTE UIVertexShader[] =
       1,   0,   0,   0,   0,   0, 
       0,   0, 196,   3,   0,   0, 
      32,   0,   0,  96,   0,   0, 
-    165,  34,   0,   0,   0,   0, 
+    122, 210,   0,   0,   0,   0, 
       0,   0,   0,   0,   2,   0, 
       2,   0,   7,   0,   0,   0, 
       0,   0,   1,   0, 255, 255, 
@@ -3006,11 +3006,11 @@ const BYTE UIVertexShader[] =
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0,   0,   0, 
       0,   0,   0,   0, 148,  46, 
-     49,   1,  13, 251, 140,  92, 
-      1,   0,   0,   0, 114, 218, 
-      1, 192,  76, 217, 121,  73, 
-    185, 188,   6, 160, 212, 176, 
-    165,  34, 138,   0,   0,   0, 
+     49,   1,  64, 205, 146,  92, 
+      1,   0,   0,   0, 162, 152, 
+    100, 168, 213, 218,  97,  79, 
+    168, 249, 172, 105,  10, 185, 
+    122, 210, 138,   0,   0,   0, 
      47,  76, 105, 110, 107,  73, 
     110, 102, 111,   0,  47, 110, 
      97, 109, 101, 115,   0,  47,