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ShaderGen: remove nonsense for() if() {}
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@ -318,9 +318,8 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Let's set up attributes
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (int i = 0; i < 8; ++i)
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if(i < xfregs.numTexGen.numTexGens)
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out.Write("VARYIN float3 uv%d_2;\n", i);
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for (int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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out.Write("VARYIN float3 uv%d_2;\n", i);
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out.Write("VARYIN float4 clipPos_2;\n");
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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@ -483,9 +483,8 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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if (xfregs.numTexGen.numTexGens < 7)
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{
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for (unsigned int i = 0; i < 8; ++i)
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if(i < xfregs.numTexGen.numTexGens)
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out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
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for (unsigned int i = 0; i < xfregs.numTexGen.numTexGens; ++i)
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out.Write(" uv%d_2.xyz = o.tex%d;\n", i, i);
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out.Write(" clipPos_2 = o.clipPos;\n");
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if(g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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out.Write(" Normal_2 = o.Normal;\n");
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