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ShaderGen: OGL: don't make a copy of "Normal"
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0e0da8c8fd
commit
6109958e68
@ -301,7 +301,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("centroid in float4 clipPos;\n");
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out.Write("centroid in float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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{
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out.Write("centroid in float4 Normal_2;\n");
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out.Write("centroid in float4 Normal;\n");
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}
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}
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out.Write("void main()\n{\n");
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out.Write("void main()\n{\n");
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@ -349,10 +349,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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out.Write("\tfloat3 uv%d = uv%d_2;\n", i, i);
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out.Write("\tfloat3 uv%d = uv%d_2;\n", i, i);
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}
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}
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}
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}
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = Normal_2;\n");
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}
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}
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}
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if (g_ActiveConfig.bEnablePixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting)
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@ -139,7 +139,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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}
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}
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out.Write("centroid out float4 clipPos;\n");
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out.Write("centroid out float4 clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write("centroid out float4 Normal_2;\n");
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out.Write("centroid out float4 Normal;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_02;\n");
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out.Write("centroid out float4 colors_12;\n");
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out.Write("centroid out float4 colors_12;\n");
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@ -436,7 +436,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
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out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
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out.Write(" clipPos = o.clipPos;\n");
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out.Write(" clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write(" Normal_2 = o.Normal;\n");
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out.Write(" Normal = o.Normal;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_02 = o.colors_0;\n");
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out.Write("colors_12 = o.colors_1;\n");
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out.Write("colors_12 = o.colors_1;\n");
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