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Polish shader uid checking.
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@ -392,7 +392,7 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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// compute window position if needed because binding semantic WPOS is not widely supported
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if (numTexgen < 7)
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{
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for (int i = 0; i < numTexgen; ++i)
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for (unsigned int i = 0; i < numTexgen; ++i)
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out.Write(",\n in %s float3 uv%d : TEXCOORD%d", optCentroid, i, i);
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out.Write(",\n in %s float4 clipPos : TEXCOORD%d", optCentroid, numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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@ -1190,13 +1190,6 @@ static void WriteFog(T& out, pixel_shader_uid_data& uid_data)
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void GetPixelShaderUid(PixelShaderUid& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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{
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GeneratePixelShader<PixelShaderUid>(object, dstAlphaMode, ApiType, components);
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if (g_ActiveConfig.bEnableShaderDebugging)
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{
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PixelShaderCode code;
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GeneratePixelShaderCode(code, dstAlphaMode, API_OPENGL, components);
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CheckForUidMismatch<PixelShaderUid,PixelShaderCode>(code, object, "Pixel", "p");
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}
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}
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void GeneratePixelShaderCode(PixelShaderCode& object, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u32 components)
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