DX12: mvp transform.
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@@ -463,16 +463,15 @@ static void get_mvp_transform(float* mvp) {
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} else {
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const float* p = backEnd.viewParms.projectionMatrix;
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// update q3's proj matrix (opengl) to vulkan conventions: z - [0, 1] instead of [-1, 1] and invert y direction
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// update q3's proj matrix (opengl) to d3d conventions: z - [0, 1] instead of [-1, 1]
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float zNear = r_znear->value;
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float zFar = backEnd.viewParms.zFar;
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float P10 = -zFar / (zFar - zNear);
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float P14 = -zFar*zNear / (zFar - zNear);
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float P5 = -p[5];
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float proj[16] = {
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p[0], p[1], p[2], p[3],
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p[4], P5, p[6], p[7],
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p[4], p[5], p[6], p[7],
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p[8], p[9], P10, p[11],
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p[12], p[13], P14, p[15]
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};
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