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Fix a bunch of typos breaking various utility shaders on GLES
Fixes white shadows in FF-Type 0 on Tegra, as mentioned in #6268
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@@ -31,7 +31,7 @@ static const int DEPAL_TEXTURE_OLD_AGE = 120;
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#endif
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static const char *depalVShader100 =
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#ifdef USING_GLES
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#ifdef USING_GLES2
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"#version 100\n"
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"precision highp float;\n"
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#endif
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@@ -44,7 +44,7 @@ static const char *depalVShader100 =
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"}\n";
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static const char *depalVShader300 =
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#ifdef USING_GLES
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#ifdef USING_GLES2
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"#version 300 es\n"
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"precision highp float;\n"
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#else
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@@ -112,7 +112,7 @@ DepalShaderCache::~DepalShaderCache() {
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// Uses integer instructions available since OpenGL 3.0. Suitable for ES 3.0 as well.
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void GenerateDepalShader300(char *buffer, GEBufferFormat pixelFormat) {
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char *p = buffer;
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#ifdef USING_GLES
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#ifdef USING_GLES2
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WRITE(p, "#version 300 es\n");
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WRITE(p, "precision mediump float;\n");
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#else
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@@ -298,7 +298,7 @@ void GenerateDepalShader100(char *buffer, GEBufferFormat pixelFormat) {
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float texel_offset = ((float)clutBase + 0.5f) / texturePixels;
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sprintf(offset, " + %f", texel_offset);
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#ifdef USING_GLES
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#ifdef USING_GLES2
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WRITE(p, "#version 100\n");
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WRITE(p, "precision mediump float;\n");
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#else
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@@ -111,7 +111,7 @@ LinkedShader::LinkedShader(Shader *vs, Shader *fs, u32 vertType, bool useHWTrans
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// Detaching shaders is annoying when debugging with gDebugger
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// so let's not do that on Windows.
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#ifdef USING_GLES
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#ifdef USING_GLES2
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glDetachShader(program, vs->shader);
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glDetachShader(program, fs->shader);
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#endif
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@@ -22,7 +22,7 @@
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#include "GPU/GLES/ShaderManager.h"
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static const char *stencil_fs =
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#ifdef USING_GLES
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#ifdef USING_GLES2
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"#version 100\n"
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"precision highp float;\n"
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#endif
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@@ -38,7 +38,7 @@ static const char *stencil_fs =
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"}\n";
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static const char *stencil_vs =
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#ifdef USING_GLES
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#ifdef USING_GLES2
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"#version 100\n"
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"precision highp float;\n"
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#endif
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