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More 'stuff'
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@ -724,10 +724,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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}
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if (DepthTextureEnable)
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WRITE(p, " float depth;\n"); // TODO: Passed to Vertex Shader right?
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WRITE(p, "VARYIN float4 rawpos;\n");
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WRITE(p, " float4 rawpos = gl_FragCoord;\n");
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WRITE(p, " float4 colors_0 = gl_Color;\n");
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WRITE(p, " float4 colors_1 = gl_SecondaryColor;\n");
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WRITE(p, "VARYIN float4 colors_02;\n");
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WRITE(p, "VARYIN float4 colors_12;\n");
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WRITE(p, " float4 colors_0 = colors_02;\n");
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WRITE(p, " float4 colors_1 = 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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