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ShaderGen: Implement pixel ubershaders
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@ -24,24 +24,36 @@ public:
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// so make sure to call them after memory is committed
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static void SetTevColor(int index, int component, s32 value);
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static void SetTevKonstColor(int index, int component, s32 value);
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static void SetTevOrder(int index, u32 order);
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static void SetTevKSel(int index, u32 ksel);
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static void SetTevCombiner(int index, int alpha, u32 combiner);
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static void SetAlpha();
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static void SetDestAlpha();
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static void SetAlphaTestChanged();
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static void SetDestAlphaChanged();
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static void SetTexDims(int texmapid, u32 width, u32 height);
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static void SetZTextureBias();
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static void SetViewportChanged();
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static void SetEfbScaleChanged(float scalex, float scaley);
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static void SetZSlope(float dfdx, float dfdy, float f0);
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static void SetIndMatrixChanged(int matrixidx);
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static void SetTevIndirectChanged();
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static void SetZTextureTypeChanged();
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static void SetZTextureOpChanged();
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static void SetIndTexScaleChanged(bool high);
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static void SetTexCoordChanged(u8 texmapid);
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static void SetFogColorChanged();
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static void SetFogParamChanged();
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static void SetFogRangeAdjustChanged();
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static void SetGenModeChanged();
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static void SetZControlChanged();
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static void SetBlendModeChanged();
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static void SetBoundingBoxActive(bool active);
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static PixelShaderConstants constants;
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static bool dirty;
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static bool s_bFogRangeAdjustChanged;
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static bool s_bViewPortChanged;
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static bool s_bIndirectDirty;
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static bool s_bDestAlphaDirty;
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};
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