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Fix triangle size overlays breaking when postvs data doesn't have W=1.0
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@@ -817,6 +817,7 @@ ResourceId D3D11Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
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MeshVertexCBuffer vertexData = {};
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vertexData.ModelViewProj = Matrix4f::Identity();
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vertexData.SpriteSize = Vec2f();
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vertexData.homogenousInput = 1U;
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ID3D11Buffer *vsBuf = GetDebugManager()->MakeCBuffer(&vertexData, sizeof(vertexData));
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float overlayConsts[] = {0.0f, 0.0f, 0.0f, 0.0f};
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@@ -1161,6 +1161,7 @@ ResourceId D3D12Replay::RenderOverlay(ResourceId texid, FloatVector clearCol, De
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MeshVertexCBuffer vertexData = {};
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vertexData.ModelViewProj = Matrix4f::Identity();
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vertexData.SpriteSize = Vec2f();
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vertexData.homogenousInput = 1U;
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D3D12RenderState::SignatureElement vertexElem(eRootCBV, ResourceId(), 0);
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WrappedID3D12Resource::GetResIDFromAddr(
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