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Output shader descriptions directly in the source code
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@@ -94,6 +94,8 @@ bool GenerateFragmentShader(const FShaderID &id, char *buffer, const ShaderLangu
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}
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ShaderWriter p(buffer, compat, ShaderStage::Fragment, extensions, flags);
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p.F("// %s\n", FragmentShaderDesc(id).c_str());
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p.ApplySamplerMetadata(arrayTexture ? samplersStereo : samplersMono);
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bool lmode = id.Bit(FS_BIT_LMODE);
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@@ -49,6 +49,9 @@ bool GenerateGeometryShader(const GShaderID &id, char *buffer, const ShaderLangu
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bool clipClampedDepth = gstate_c.Use(GPU_USE_DEPTH_CLAMP);
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ShaderWriter p(buffer, compat, ShaderStage::Geometry, extensions);
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p.F("// %s\n", GeometryShaderDesc(id).c_str());
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p.C("layout(triangles) in;\n");
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if (clipClampedDepth && vertexRangeCulling && !gstate_c.Use(GPU_USE_CLIP_DISTANCE)) {
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p.C("layout(triangle_strip, max_vertices = 12) out;\n");
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@@ -168,6 +168,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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ShaderWriter p(buffer, compat, ShaderStage::Vertex, extensions);
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p.F("// %s\n", VertexShaderDesc(id).c_str());
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bool isModeThrough = id.Bit(VS_BIT_IS_THROUGH);
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bool lmode = id.Bit(VS_BIT_LMODE);
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bool doTexture = id.Bit(VS_BIT_DO_TEXTURE);
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