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PixelShaderGen: Optimize shader uid data order.
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@ -331,7 +331,7 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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out.Write("VARYIN float4 colors_02;\n");
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out.Write("VARYIN float4 colors_12;\n");
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// compute window position if needed because binding semantic WPOS is not widely supported
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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@ -500,7 +500,6 @@ static void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE Api
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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uid_data.xfregs_numTexGen_numTexGens = xfregs.numTexGen.numTexGens;
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if (xfregs.numTexGen.numTexGens < 7)
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{
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out.Write("\tfloat3 _norm0 = normalize(Normal.xyz);\n\n");
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