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Fix shader debug description issue.
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@@ -256,7 +256,7 @@ std::string FragmentShaderDesc(const FShaderID &id) {
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else if (id.Bit(FS_BIT_COLOR_TEST)) desc << "ColorTest " << alphaTestFuncs[id.Bits(FS_BIT_COLOR_TEST_FUNC, 2)] << " "; // first 4 match
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if (id.Bit(FS_BIT_TEST_DISCARD_TO_ZERO)) desc << "TestDiscardToZero ";
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if (id.Bit(FS_BIT_NO_DEPTH_CANNOT_DISCARD_STENCIL)) desc << "StencilDiscardWorkaround ";
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if (id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY) desc << "ReplaceLogic ";
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if ((id.Bits(FS_BIT_REPLACE_LOGIC_OP, 4) != GE_LOGIC_COPY) && !id.Bit(FS_BIT_CLEARMODE)) desc << "ReplaceLogic ";
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if (id.Bit(FS_BIT_SAMPLE_ARRAY_TEXTURE)) desc << "TexArray ";
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if (id.Bit(FS_BIT_STEREO)) desc << "Stereo ";
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return desc.str();
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@@ -300,8 +300,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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}
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WRITE(p, "layout (location = 3) out highp float v_fogdepth;\n");
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WRITE(p, "invariant gl_Position;\n");
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WRITE(p, "invariant gl_Position;\n");
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} else if (compat.shaderLanguage == HLSL_D3D11 || compat.shaderLanguage == HLSL_D3D9) {
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// Note: These two share some code after this hellishly large if/else.
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if (compat.shaderLanguage == HLSL_D3D11) {
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