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Add DirtyUniform(DIRTY_COLORMASK)
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@ -816,9 +816,12 @@ void GLES_GPU::ExecuteOp(u32 op, u32 diff) {
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case GE_CMD_ALPHATESTENABLE:
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case GE_CMD_COLORTESTENABLE:
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// They are done in the fragment shader.
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break;
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case GE_CMD_COLORTEST:
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case GE_CMD_COLORTESTMASK:
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// This is done in the shader.
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shaderManager_->DirtyUniform(DIRTY_COLORMASK);
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break;
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case GE_CMD_COLORREF:
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