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ShaderGenCommon: Move uniforms into a common static string.
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@ -56,18 +56,8 @@ static inline void GenerateGeometryShader(T& out, u32 components, API_TYPE ApiTy
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out.Write("layout(std140%s) uniform VSBlock {\n", g_ActiveConfig.backend_info.bSupportsBindingLayout ? ", binding = 2" : "");
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else
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out.Write("cbuffer VSBlock {\n");
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out.Write(
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"\tfloat4 " I_POSNORMALMATRIX"[6];\n"
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"\tfloat4 " I_PROJECTION"[4];\n"
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"\tint4 " I_MATERIALS"[4];\n"
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"\tLight " I_LIGHTS"[8];\n"
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"\tfloat4 " I_TEXMATRICES"[24];\n"
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"\tfloat4 " I_TRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_NORMALMATRICES"[32];\n"
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"\tfloat4 " I_POSTTRANSFORMMATRICES"[64];\n"
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"\tfloat4 " I_DEPTHPARAMS";\n"
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"\tfloat4 " I_STEREOPROJECTION"[8];\n"
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"};\n");
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out.Write(s_shader_uniforms);
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out.Write("};\n");
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GenerateVSOutputStruct(out, ApiType);
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