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ShaderGen: Use consistent variable names for texture coordinates
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@ -143,8 +143,8 @@ void SHADER::SetProgramBindings(bool is_compute)
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glBindAttribLocation(glprogid, SHADER_POSMTX_ATTRIB, "posmtx");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "color0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "color1");
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glBindAttribLocation(glprogid, SHADER_COLOR0_ATTRIB, "rawcolor0");
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glBindAttribLocation(glprogid, SHADER_COLOR1_ATTRIB, "rawcolor1");
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glBindAttribLocation(glprogid, SHADER_NORM0_ATTRIB, "rawnorm0");
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glBindAttribLocation(glprogid, SHADER_NORM1_ATTRIB, "rawnorm1");
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@ -153,7 +153,7 @@ void SHADER::SetProgramBindings(bool is_compute)
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for (int i = 0; i < 8; i++)
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{
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std::string attrib_name = StringFromFormat("tex%d", i);
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std::string attrib_name = StringFromFormat("rawtex%d", i);
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glBindAttribLocation(glprogid, SHADER_TEXTURE0_ATTRIB + i, attrib_name.c_str());
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}
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}
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@ -119,11 +119,11 @@ static const u8 rasters[CHARACTER_COUNT][CHARACTER_HEIGHT] = {
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static const char* s_vertexShaderSrc = "uniform vec2 charSize;\n"
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"uniform vec2 offset;"
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"in vec2 rawpos;\n"
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"in vec2 tex0;\n"
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"in vec2 rawtex0;\n"
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"out vec2 uv0;\n"
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"void main(void) {\n"
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" gl_Position = vec4(rawpos + offset,0,1);\n"
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" uv0 = tex0 * charSize;\n"
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" uv0 = rawtex0 * charSize;\n"
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"}\n";
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static const char* s_fragmentShaderSrc = "SAMPLER_BINDING(8) uniform sampler2D samp8;\n"
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