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remove (ATTR|VARY)(IN|OUT) macros
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@ -311,19 +311,19 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (per_pixel_depth)
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out.Write("#define depth gl_FragDepth\n");
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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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out.Write("centroid in float4 colors_02;\n");
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out.Write("centroid in 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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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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{
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out.Write("VARYIN float3 uv%d_2;\n", i);
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out.Write("centroid in float3 uv%d_2;\n", i);
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}
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out.Write("VARYIN float4 clipPos_2;\n");
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out.Write("centroid in float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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out.Write("VARYIN float4 Normal_2;\n");
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out.Write("centroid in float4 Normal_2;\n");
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}
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if (forced_early_z)
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