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use the correct fetch shader
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@ -3857,8 +3857,6 @@ static void LatteDecompiler_emitAttributeImport(LatteDecompilerShaderContext* sh
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void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext, LatteDecompilerShader* shader)
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{
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LatteShaderSHRC_UpdateFetchShader();
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auto fetchShader = LatteSHRC_GetActiveFetchShader();
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bool isRectVertexShader = (static_cast<LattePrimitiveMode>(shaderContext->contextRegisters[mmVGT_PRIMITIVE_TYPE]) == LattePrimitiveMode::RECTS);
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StringBuf* src = new StringBuf(1024*1024*12); // reserve 12MB for generated source (we resize-to-fit at the end)
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@ -3899,7 +3897,7 @@ void LatteDecompiler_emitMSLShader(LatteDecompilerShaderContext* shaderContext,
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inputFetchDefinition += "vid = ((device uint*)indexBuffer)[vid]; // UInt\n";
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inputFetchDefinition += "VertexIn in;\n";
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for (auto& bufferGroup : fetchShader->bufferGroups)
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for (auto& bufferGroup : shaderContext->fetchShader->bufferGroups)
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{
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std::optional<LatteConst::VertexFetchType2> fetchType;
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