But the "standard shader functions" are just functions anyway, the majority of which contain no branches whatsoever. So whether we use the "standard shader functions" or not, it makes no difference to how many variants and branches we need to write for the shader situations in our games.

Surely the best answer would've been that the change between A7 and A8 is indeed intentional, but hasn't yet been documented?
Code:
float4x4 matTexture;

float2 DoTexture(float2 Tex)
{
   return mul(float4(Tex.x,Tex.y,1,1),matTexture).xy;
}

@HeelX: This is A8's DoTexture. I don't know what A7's DoTexture looks like, but I imagine the difference is the way matTexture works rather than the actual DoTexture functions, since this function makes no attempt to do the animation itself.

Jibb


Formerly known as JulzMighty.
I made KarBOOM!