Henrik Rydgård
def22eb53c
Fix two unreachable-guard style bugs in GPU state and shader gen
...
ReplaceAlphaWithStencil's blue-to-alpha check sat after a branch that already
catches every replaceBlend except NO and READ_FRAMEBUFFER - so it was dead, and
blue-to-alpha draws could come back REPLACE_ALPHA_YES or DUALSOURCE and pick up
stencil-to-alpha on top of the blue-to-alpha setup. Moved it above.
The D3D11 fragment shader applied nointerpolation to v_color0 but not v_color1,
and in HLSL it's the PS input declaration that decides - so flat shading was lost
for the specular term. The vertex shader already marks both.
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