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Fix PixelShaderGen from the previous commit.
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@ -658,12 +658,12 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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if (dstAlphaMode == DSTALPHA_ALPHA_PASS)
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{
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{
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.SetConstantsUsed(C_ALPHA, C_ALPHA);
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out.Write("\tgl_FragColor = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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out.Write("\tocol0 = float4(prev.rgb, " I_ALPHA"[0].a);\n");
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}
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}
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else
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else
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{
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{
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WriteFog<T>(out, uid_data);
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WriteFog<T>(out, uid_data);
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out.Write("\tgl_FragColor = prev;\n");
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out.Write("\tocol0 = prev;\n");
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}
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}
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// Use dual-source color blending to perform dst alpha in a single pass
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// Use dual-source color blending to perform dst alpha in a single pass
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@ -674,7 +674,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Colors will be blended against the alpha from ocol1 and
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// Colors will be blended against the alpha from ocol1 and
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// the alpha from ocol0 will be written to the framebuffer.
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// the alpha from ocol0 will be written to the framebuffer.
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out.Write("\tocol1 = prev;\n");
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out.Write("\tocol1 = prev;\n");
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out.Write("\tgl_FragColor.a = " I_ALPHA"[0].a;\n");
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out.Write("\tocol0.a = " I_ALPHA"[0].a;\n");
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}
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}
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out.Write("}\n");
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out.Write("}\n");
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