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GPU: Stop using Off as terminator for postshaders.
There's really no need to have a dummy entry at the end of the array.
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@@ -953,8 +953,7 @@ void CWCheatEngine::ExecuteOp(const CheatOperation &op, const CheatCode &cheat,
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auto shaderChain = GetFullPostShadersChain(g_Config.vPostShaderNames);
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if (op.PostShaderUniform.shader < shaderChain.size()) {
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std::string shaderName = shaderChain[op.PostShaderUniform.shader]->section;
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if (shaderName != "Off")
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = op.PostShaderUniform.value.f;
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = op.PostShaderUniform.value.f;
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}
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}
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break;
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@@ -969,21 +968,19 @@ void CWCheatEngine::ExecuteOp(const CheatOperation &op, const CheatCode &cheat,
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} value;
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value.u = Memory::Read_U32(op.addr);
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std::string shaderName = shaderChain[op.PostShaderUniform.shader]->section;
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if (shaderName != "Off") {
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switch (op.PostShaderUniform.format) {
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case 0:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u & 0x000000FF;
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break;
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case 1:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u & 0x0000FFFF;
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break;
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case 2:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u;
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break;
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case 3:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.f;
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break;
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}
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switch (op.PostShaderUniform.format) {
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case 0:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u & 0x000000FF;
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break;
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case 1:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u & 0x0000FFFF;
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break;
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case 2:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.u;
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break;
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case 3:
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g_Config.mPostShaderSetting[StringFromFormat("%sSettingValue%d", shaderName.c_str(), op.PostShaderUniform.uniform + 1)] = value.f;
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break;
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}
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}
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}
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