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VideoCommon: Add names for textures and shaders
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@ -646,7 +646,8 @@ bool PostProcessing::CompileVertexShader()
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ss << "}\n";
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m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str());
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m_vertex_shader = g_renderer->CreateShaderFromSource(ShaderStage::Vertex, ss.str(),
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"Post-processing vertex shader");
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if (!m_vertex_shader)
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{
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PanicAlertFmt("Failed to compile post-processing vertex shader");
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@ -736,7 +737,8 @@ bool PostProcessing::CompilePixelShader()
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// Generate GLSL and compile the new shader.
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m_config.LoadShader(g_ActiveConfig.sPostProcessingShader);
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m_pixel_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
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fmt::format("Post-processing pixel shader: {}", m_config.GetShader()));
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if (!m_pixel_shader)
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{
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PanicAlertFmt("Failed to compile post-processing shader {}", m_config.GetShader());
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@ -744,7 +746,8 @@ bool PostProcessing::CompilePixelShader()
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// Use default shader.
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m_config.LoadDefaultShader();
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m_pixel_shader = g_renderer->CreateShaderFromSource(
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter());
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ShaderStage::Pixel, GetHeader() + m_config.GetShaderCode() + GetFooter(),
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"Default post-processing pixel shader");
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if (!m_pixel_shader)
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return false;
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}
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