Another small bit of cleanup as I'm reading it
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@ -911,24 +911,6 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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if(Pretest == -1)
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{
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WriteAlphaTest(p, ApiType, dstAlphaMode);
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// alpha test will always fail, so restart the shader and just make it an empty function
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/* p = pmainstart;
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WRITE(p, "ocol0 = float4(0.0f);\n");
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if(DepthTextureEnable)
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WRITE(p, "depth = 1.f;\n");
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if (dstAlphaMode == DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "ocol1 = float4(0.0f,0.0f,0.0f,0.0f);\n");
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if (ApiType == API_OPENGL)
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{
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// Once we switch to GLSL 1.3 and bind variables, we won't need to do this
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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}
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WRITE(p, "discard;\n");
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if(ApiType != API_D3D11)
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WRITE(p, "return;\n");*/
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}
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if((bpmem.fog.c_proj_fsel.fsel != 0) || DepthTextureEnable)
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@ -973,12 +955,12 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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WRITE(p, " ocol0.a = " I_ALPHA"[0].a;\n");
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}
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if (ApiType == API_OPENGL)
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{
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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}
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{
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if (DepthTextureEnable)
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WRITE(p, "gl_FragDepth = depth;\n");
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if (dstAlphaMode != DSTALPHA_DUAL_SOURCE_BLEND)
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WRITE(p, "gl_FragData[0] = ocol0;\n");
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}
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WRITE(p, "}\n");
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if (text[sizeof(text) - 1] != 0x7C)
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PanicAlert("PixelShader generator - buffer too small, canary has been eaten!");
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