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VideoCommon: Assume we always use a geometry shader, not just for stereoscopy.
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@ -37,7 +37,7 @@ struct vertex_shader_uid_data
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u32 numColorChans : 2;
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u32 dualTexTrans_enabled : 1;
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u32 pixel_lighting : 1;
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u32 stereo : 1;
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u32 pad : 1;
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u32 texMtxInfo_n_projection : 16; // Stored separately to guarantee that the texMtxInfo struct is 8 bits wide
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struct {
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