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GS:MTL: Use uvec4 for color vertex input.
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@@ -140,7 +140,7 @@ constant bool PS_INTERIOR = PS_AA1 == AA1::TRIANGLE_SW_Z;
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struct MainVSIn
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{
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float2 st [[attribute(GSMTLAttributeIndexST)]];
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float4 c [[attribute(GSMTLAttributeIndexC)]];
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uint4 c [[attribute(GSMTLAttributeIndexC)]];
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float q [[attribute(GSMTLAttributeIndexQ)]];
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uint2 p [[attribute(GSMTLAttributeIndexXY)]];
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uint z [[attribute(GSMTLAttributeIndexZ)]];
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@@ -240,9 +240,9 @@ static MainVSOut vs_main_run(thread const MainVSIn& v, constant GSMTLMainVSUnifo
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texture_coord(v, out, cb);
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if (IIP)
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out.c = v.c;
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out.c = float4(v.c);
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else
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out.fc = v.c;
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out.fc = float4(v.c);
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out.t.z = v.f.x; // pack fog with texture
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@@ -269,7 +269,7 @@ static MainVSIn load_vertex(GSMTLMainVertex base)
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{
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MainVSIn out;
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out.st = base.st;
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out.c = float4(base.rgba);
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out.c = uint4(base.rgba);
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out.q = base.q;
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out.p = uint2(base.xy);
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out.z = base.z;
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