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VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic
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@ -346,8 +346,8 @@ std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code = GeneratePixelShaderCode(
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m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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const ShaderCode source_code =
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GeneratePixelShaderCode(m_api_type, m_host_config, uid.GetUidData(), {});
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Pixel Shader");
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}
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@ -356,8 +356,7 @@ std::unique_ptr<AbstractShader>
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CustomShaderCache::CompilePixelShader(const UberShader::PixelShaderUid& uid,
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const CustomShaderInstance& custom_shaders) const
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{
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const ShaderCode source_code =
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GenPixelShader(m_api_type, m_host_config, uid.GetUidData(), custom_shaders.pixel_contents);
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const ShaderCode source_code = GenPixelShader(m_api_type, m_host_config, uid.GetUidData());
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return g_gfx->CreateShaderFromSource(ShaderStage::Pixel, source_code.GetBuffer(),
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"Custom Uber Pixel Shader");
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}
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