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A couple missed lines on the rebase.
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@ -978,16 +978,15 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// Colors will be blended against the alpha from ocol1...
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WRITE(p, " ocol1 = ocol0;\n");
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// ...and the alpha from ocol0 will be written to the framebuffer.
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WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
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if (ApiType == API_GLSL)
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WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
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}
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if (ApiType == API_GLSL)
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{
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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}
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}
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WRITE(p, "}\n");
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if (text[sizeof(text) - 1] != 0x7C)
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@ -596,7 +596,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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//seems to get rather complicated
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}
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if (api_type & API_D3D9)
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if (ApiType & API_D3D9)
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{
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// D3D9 is addressing pixel centers instead of pixel boundaries in clip space.
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// Thus we need to offset the final position by half a pixel
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