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VideoCommon: Use coarse derivatives for Manual Texture Sampling if possible
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@ -747,6 +747,7 @@ void ProgramShaderCache::CreateHeader()
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"%s\n" // shader image load store
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"%s\n" // shader framebuffer fetch
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"%s\n" // shader thread shuffle
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"%s\n" // derivative control
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// Precision defines for GLSL ES
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"%s\n"
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@ -826,6 +827,9 @@ void ProgramShaderCache::CreateHeader()
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"#extension GL_ARB_shader_image_load_store : enable" :
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"",
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framebuffer_fetch_string.c_str(), shader_shuffle_string.c_str(),
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g_ActiveConfig.backend_info.bSupportsCoarseDerivatives ?
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"#extension GL_ARB_derivative_control : enable" :
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"",
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is_glsles ? "precision highp float;" : "", is_glsles ? "precision highp int;" : "",
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is_glsles ? "precision highp sampler2DArray;" : "",
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(is_glsles && g_ActiveConfig.backend_info.bSupportsPaletteConversion) ?
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