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ShaderGen: make uv readonly
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@ -134,7 +134,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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{
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if (i < xfregs.numTexGen.numTexGens)
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{
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out.Write("centroid out float3 uv%d_2;\n", i);
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out.Write("centroid out float3 uv%d;\n", i);
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}
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}
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out.Write("centroid out float4 clipPos;\n");
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@ -433,7 +433,7 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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// clipPos/w needs to be done in pixel shader, not here
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
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out.Write(" uv%d.xyz = o.tex%d;\n", i, i);
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out.Write(" clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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out.Write(" Normal = o.Normal;\n");
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