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D3D11: Fix glitched polygon edges when MSAA is enabled.
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@ -668,17 +668,17 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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per_pixel_depth ? "\n out float depth : SV_Depth," : "");
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}
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WRITE(p, " in float4 colors_0 : COLOR0,\n");
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WRITE(p, " in float4 colors_1 : COLOR1");
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WRITE(p, " in centroid float4 colors_0 : COLOR0,\n");
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WRITE(p, " in centroid float4 colors_1 : COLOR1");
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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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WRITE(p, ",\n in float3 uv%d : TEXCOORD%d", i, i);
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WRITE(p, ",\n in float4 clipPos : TEXCOORD%d", numTexgen);
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WRITE(p, ",\n in centroid float3 uv%d : TEXCOORD%d", i, i);
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WRITE(p, ",\n in centroid float4 clipPos : TEXCOORD%d", numTexgen);
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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WRITE(p, ",\n in float4 Normal : TEXCOORD%d", numTexgen + 1);
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WRITE(p, ",\n in centroid float4 Normal : TEXCOORD%d", numTexgen + 1);
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WRITE(p, " ) {\n");
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}
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else
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