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wined3d: Fix shader spam.
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@ -187,14 +187,14 @@ static void print_glsl_info_log(const struct wined3d_gl_info *gl_info, GLhandleA
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static const char * const spam[] =
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{
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"Vertex shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx */
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"Fragment shader was successfully compiled to run on hardware.\n", /* fglrx, with \n */
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"Fragment shader was successfully compiled to run on hardware.", /* fglrx, no \n */
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"Fragment shader(s) linked, vertex shader(s) linked. \n ", /* fglrx, with \n */
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"Fragment shader(s) linked, vertex shader(s) linked.", /* fglrx, no \n */
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"Vertex shader(s) linked, no fragment shader(s) defined. \n ", /* fglrx, with \n */
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"Vertex shader(s) linked, no fragment shader(s) defined.", /* fglrx, no \n */
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"Fragment shader was successfully compiled to run on hardware.\n"
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"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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"Fragment shader(s) linked, no vertex shader(s) defined. \n ", /* fglrx, with \n */
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"Fragment shader(s) linked, no vertex shader(s) defined.", /* fglrx, no \n */
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};
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if (!TRACE_ON(d3d_shader) && !FIXME_ON(d3d_shader)) return;
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