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gsdx: forget to regenerate shader in previous commit
git-svn-id: http://pcsx2.googlecode.com/svn/trunk@5702 96395faa-99c1-11dd-bbfe-3dabce05a288
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@ -857,8 +857,12 @@ static const char* tfx_glsl =
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"#endif\n"
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"#endif\n"
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"\n"
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"\n"
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"// Same buffer but 2 colors for dual source blending\n"
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"// Same buffer but 2 colors for dual source blending\n"
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"#if GL_ES\n"
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"layout(location = 0) out vec4 SV_Target0;\n"
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"#else\n"
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"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
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"layout(location = 0, index = 0) out vec4 SV_Target0;\n"
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"layout(location = 0, index = 1) out vec4 SV_Target1;\n"
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"layout(location = 0, index = 1) out vec4 SV_Target1;\n"
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"#endif\n"
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"\n"
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"\n"
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"#ifdef DISABLE_GL42\n"
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"#ifdef DISABLE_GL42\n"
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"uniform sampler2D TextureSampler;\n"
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"uniform sampler2D TextureSampler;\n"
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@ -1232,6 +1236,13 @@ static const char* tfx_glsl =
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"{\n"
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"{\n"
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" vec4 c = ps_color();\n"
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" vec4 c = ps_color();\n"
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"\n"
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"\n"
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"#if GL_ES\n"
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"\n"
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" c.a *= 2.0;\n"
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" SV_Target0 = c;\n"
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"\n"
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"#else\n"
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"\n"
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" float alpha = c.a * 2.0;\n"
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" float alpha = c.a * 2.0;\n"
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"\n"
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"\n"
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" if(PS_AOUT != 0) // 16 bit output\n"
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" if(PS_AOUT != 0) // 16 bit output\n"
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@ -1247,6 +1258,9 @@ static const char* tfx_glsl =
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"\n"
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"\n"
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" SV_Target0 = c;\n"
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" SV_Target0 = c;\n"
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" SV_Target1 = vec4(alpha, alpha, alpha, alpha);\n"
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" SV_Target1 = vec4(alpha, alpha, alpha, alpha);\n"
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"\n"
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"#endif\n"
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"\n"
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"}\n"
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"}\n"
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"#endif\n"
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"#endif\n"
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;
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;
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