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VideoCommon: move to a 'process_fragment()' function to simplify custom shaders and provide a direct override of the tev stage logic
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@ -158,15 +158,19 @@ struct pixel_shader_uid_data
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using PixelShaderUid = ShaderUid<pixel_shader_uid_data>;
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void WriteCustomShaderStructImpl(ShaderCode* out, u32 num_stages, bool per_pixel_lighting,
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const pixel_shader_uid_data* uid_data);
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struct CustomPixelContents
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{
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std::string_view shader = "";
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std::string_view uniforms = "";
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};
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ShaderCode GeneratePixelShaderCode(APIType api_type, const ShaderHostConfig& host_config,
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const pixel_shader_uid_data* uid_data,
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const CustomPixelShaderContents& custom_details);
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CustomPixelContents custom_contents);
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void WritePixelShaderCommonHeader(ShaderCode& out, APIType api_type,
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const ShaderHostConfig& host_config, bool bounding_box,
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const CustomPixelShaderContents& custom_details);
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const ShaderHostConfig& host_config, bool bounding_box);
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void WriteFragmentBody(APIType api_type, const ShaderHostConfig& host_config,
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const pixel_shader_uid_data* uid_data, ShaderCode& out);
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void ClearUnusedPixelShaderUidBits(APIType api_type, const ShaderHostConfig& host_config,
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PixelShaderUid* uid);
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PixelShaderUid GetPixelShaderUid();
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