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use GL_TEXTURE_2D_ARRAY for most of our textures
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@ -206,7 +206,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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{
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// Declare samplers
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for (int i = 0; i < 8; ++i)
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out.Write("SAMPLER_BINDING(%d) uniform sampler2D samp%d;\n", i, i);
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out.Write("SAMPLER_BINDING(%d) uniform sampler2DArray samp%d;\n", i, i);
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}
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else // D3D
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{
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@ -931,7 +931,7 @@ static inline void SampleTexture(T& out, const char *texcoords, const char *texs
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if (ApiType == API_D3D)
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out.Write("iround(255.0 * Tex%d.Sample(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap,texmap, texcoords, texmap, texswap);
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else
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out.Write("iround(255.0 * texture(samp%d,%s.xy * " I_TEXDIMS"[%d].xy)).%s;\n", texmap, texcoords, texmap, texswap);
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out.Write("iround(255.0 * texture(samp%d, float3(%s.xy * " I_TEXDIMS"[%d].xy, 0.0))).%s;\n", texmap, texcoords, texmap, texswap);
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}
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static const char *tevAlphaFuncsTable[] =
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