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Include the zcomploc bit in the shader UID
Fixes issues with switching zcomploc on/off during execution.
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@ -62,7 +62,8 @@ void GetPixelShaderId(PIXELSHADERUID *uid, DSTALPHA_MODE dstAlphaMode)
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uid->values[2] = (u32)bpmem.fog.c_proj_fsel.fsel |
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((u32)bpmem.fog.c_proj_fsel.proj << 3) |
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((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5);
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((u32)enableZTexture << 4) | ((u32)bpmem.fogRange.Base.Enabled << 5) |
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((u32)bpmem.zcontrol.zcomploc << 6);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -1148,7 +1149,7 @@ static bool WriteAlphaTest(char *&p, API_TYPE ApiType,DSTALPHA_MODE dstAlphaMode
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WRITE(p, "depth = 1.f;\n");
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if (!bpmem.zcontrol.zcomploc)
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{
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WRITE(p, "discard;\n");
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WRITE(p, "discard;\n");
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if (ApiType != API_D3D11)
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WRITE(p, "return;\n");
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}
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