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Bit of cleanup. Clean up my massive hack in the ShaderManagerFiles. Almost feature parity with Nvidia CG now I think. Just need to do Alpha test with Dual source blending now.
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@ -80,10 +80,11 @@ void PixelShaderCache::Init()
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pCompilePixelShader = CompileGLSLPixelShader;
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// Should this be set here?
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if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_shading_language_420pack") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLBinding = true;
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g_Config.backend_info.bSupportsGLSLBinding = true;
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// This bit doesn't quite work yet, always set to false
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//if (strstr((const char*)glGetString(GL_EXTENSIONS), "GL_ARB_separate_shader_objects") != NULL)
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g_ActiveConfig.backend_info.bSupportsGLSLLocation = false;
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g_Config.backend_info.bSupportsGLSLLocation = false;
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UpdateActiveConfig();
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}
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else
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{
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