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GPU: Respect stencil state in shader blend.
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@@ -1160,7 +1160,10 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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// Note that the mask has already been flipped to the PC way - 1 means write.
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if (colorWriteMask) {
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WRITE(p, " v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);\n");
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if (stencilToAlpha != REPLACE_ALPHA_NO)
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WRITE(p, " v32 = (v32 & u_colorWriteMask) | (d32 & ~u_colorWriteMask);\n");
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else
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WRITE(p, " v32 = (v32 & u_colorWriteMask & 0x00FFFFFFu) | (d32 & (~u_colorWriteMask | 0xFF000000u));\n");
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}
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WRITE(p, " %s = unpackUnorm4x8(v32);\n", compat.fragColor0);
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}
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