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Fix additional differences
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aea4635d60
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fe8691fba7
@ -201,7 +201,7 @@ bool GenerateFragmentShaderVulkanGLSL(const FShaderID &id, char *buffer, uint32_
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} else {
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WRITE(p, " vec2 uv = %s.xy;\n vec2 uv_round;\n", texcoord);
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}
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WRITE(p, " vec2 tsize = textureSize(tex, 0);\n");
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WRITE(p, " vec2 tsize = vec2(textureSize(tex, 0));\n");
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WRITE(p, " vec2 fraction;\n");
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WRITE(p, " bool bilinear = (u_depal_mask_shift_off_fmt >> 31) != 0;\n");
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WRITE(p, " if (bilinear) {\n");
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@ -396,7 +396,7 @@ bool GenerateFragmentShaderVulkanGLSL(const FShaderID &id, char *buffer, uint32_
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WRITE(p, " if (v.r + v.g + v.b < 0.002) %s\n", discardStatement);
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} else if (colorTestFunc != GE_COMP_NEVER) {
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// Anything else is a test for == 0.
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WRITE(p, " if (v.r + v.g + v.b > 0.002) %s\n", discardStatement);
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WRITE(p, " if (v.r > 0.002 || v.g > 0.002 || v.b > 0.002) %s\n", discardStatement);
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} else {
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// NEVER has been logged as used by games, although it makes little sense - statically failing.
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// Maybe we could discard the drawcall, but it's pretty rare. Let's just statically discard here.
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