Renderer/Renderer: Add default UV to fullscreen quad buffer
Fixes TextureBackground Former-commit-id: c9533df4b1e30229d88aad9afa7a2ddb22a9c4e1
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0f135232da
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@ -623,14 +623,14 @@ namespace Nz
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s_updateFlags = Update_Matrices | Update_Shader | Update_VAO;
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s_updateFlags = Update_Matrices | Update_Shader | Update_VAO;
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s_vertexBuffer = nullptr;
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s_vertexBuffer = nullptr;
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s_fullscreenQuadBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY), 4, DataStorage_Hardware, BufferUsage_Static);
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s_fullscreenQuadBuffer.Reset(VertexDeclaration::Get(VertexLayout_XY_UV), 4, DataStorage_Hardware, BufferUsage_Static);
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float vertices[4 * 2] =
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float vertices[4 * 2 * 2] =
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{
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{
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-1.f, -1.f,
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-1.f, -1.f, 0.f, 1.f,
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1.f, -1.f,
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1.f, -1.f, 1.f, 1.f,
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-1.f, 1.f,
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-1.f, 1.f, 0.f, 0.f,
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1.f, 1.f,
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1.f, 1.f, 1.f, 0.f
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};
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};
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if (!s_fullscreenQuadBuffer.Fill(vertices, 0, 4))
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if (!s_fullscreenQuadBuffer.Fill(vertices, 0, 4))
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