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

Kolja Strohm 5 years ago
parent
commit
c5de50ecf6
5 changed files with 96 additions and 96 deletions
  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,