VideoCommon: Pass interface blocks between shader stages to resolve naming conflicts.
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@ -87,18 +87,24 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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out.Write("#define InstanceID gl_InvocationID\n");
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out.Write("centroid in VS_OUTPUT o[%d];\n", vertex_in);
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out.Write("centroid out VS_OUTPUT vs;\n");
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out.Write("in VertexData {\n");
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out.Write("\tcentroid VS_OUTPUT o;\n");
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out.Write("} vs[%d];\n", vertex_in);
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out.Write("out VertexData {\n");
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out.Write("\tcentroid VS_OUTPUT o;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("flat out int layer;\n");
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out.Write("\tflat int layer;\n");
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out.Write("} ps;\n");
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out.Write("void main()\n{\n");
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}
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else // D3D
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{
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out.Write("struct GS_OUTPUT {\n");
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out.Write("\tVS_OUTPUT vs;\n");
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out.Write("struct VertexData {\n");
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out.Write("\tVS_OUTPUT o;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("\tuint layer : SV_RenderTargetArrayIndex;\n");
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@ -108,25 +114,36 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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if (g_ActiveConfig.backend_info.bSupportsGSInstancing)
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{
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out.Write("[maxvertexcount(%d)]\n[instance(%d)]\n", vertex_out, g_ActiveConfig.iStereoMode > 0 ? 2 : 1);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<VertexData> output, in uint InstanceID : SV_GSInstanceID)\n{\n", primitives_d3d[primitive_type], vertex_in);
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}
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else
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{
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out.Write("[maxvertexcount(%d)]\n", g_ActiveConfig.iStereoMode > 0 ? vertex_out * 2 : vertex_out);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<GS_OUTPUT> output)\n{\n", primitives_d3d[primitive_type], vertex_in);
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out.Write("void main(%s VS_OUTPUT o[%d], inout TriangleStream<VertexData> output)\n{\n", primitives_d3d[primitive_type], vertex_in);
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}
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out.Write("\tGS_OUTPUT gs;\n");
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out.Write("\tVertexData ps;\n");
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}
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if (primitive_type == PRIMITIVE_LINES)
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{
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if (ApiType == API_OPENGL)
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{
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out.Write("\tVS_OUTPUT start = vs[0].o;\n");
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out.Write("\tVS_OUTPUT end = vs[1].o;\n");
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}
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else
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{
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out.Write("\tVS_OUTPUT start = o[0];\n");
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out.Write("\tVS_OUTPUT end = o[1];\n");
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}
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// GameCube/Wii's line drawing algorithm is a little quirky. It does not
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// use the correct line caps. Instead, the line caps are vertical or
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// horizontal depending the slope of the line.
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out.Write(
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"\tfloat2 offset;\n"
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"\tfloat2 to = abs(o[1].pos.xy - o[0].pos.xy);\n"
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"\tfloat2 to = abs(end.pos.xy - start.pos.xy);\n"
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// FIXME: What does real hardware do when line is at a 45-degree angle?
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// FIXME: Lines aren't drawn at the correct width. See Twilight Princess map.
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"\tif (" I_LINEPTPARAMS".y * to.y > " I_LINEPTPARAMS".x * to.x) {\n"
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@ -141,9 +158,14 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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}
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else if (primitive_type == PRIMITIVE_POINTS)
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{
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if (ApiType == API_OPENGL)
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out.Write("\tVS_OUTPUT point = vs[0].o;\n");
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else
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out.Write("\tVS_OUTPUT point = o[0];\n");
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// Offset from center to upper right vertex
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// Lerp PointSize/2 from [0,0..VpWidth,VpHeight] to [-1,1..1,-1]
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out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * o[0].pos.w;\n");
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out.Write("float2 offset = float2(" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".x, -" I_LINEPTPARAMS".w / " I_LINEPTPARAMS".y) * point.pos.w;\n");
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}
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if (g_ActiveConfig.iStereoMode > 0)
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@ -157,20 +179,18 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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}
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out.Write("\tfor (int i = 0; i < %d; ++i) {\n", vertex_in);
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out.Write("\tVS_OUTPUT f = o[i];\n");
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if (ApiType == API_OPENGL)
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out.Write("\tVS_OUTPUT f = vs[i].o;\n");
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else
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out.Write("\tVS_OUTPUT f = o[i];\n");
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if (g_ActiveConfig.iStereoMode > 0)
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{
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// Select the output layer
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out.Write("\tps.layer = eye;\n");
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if (ApiType == API_OPENGL)
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{
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out.Write("\tgl_Layer = eye;\n");
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out.Write("\tlayer = eye;\n");
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}
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else
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{
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out.Write("\tgs.layer = eye;\n");
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}
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// For stereoscopy add a small horizontal offset in Normalized Device Coordinates proportional
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// to the depth of the vertex. We retrieve the depth value from the w-component of the projected
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@ -179,8 +199,8 @@ static inline void GenerateGeometryShader(T& out, u32 primitive_type, API_TYPE A
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// the depth value. This results in objects at a distance smaller than the convergence
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// distance to seemingly appear in front of the screen.
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// This formula is based on page 13 of the "Nvidia 3D Vision Automatic, Best Practices Guide"
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out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (o[i].clipPos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (o[i].pos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\tf.clipPos.x += " I_STEREOPARAMS"[eye] * (f.clipPos.w - " I_STEREOPARAMS"[2]);\n");
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out.Write("\tf.pos.x += " I_STEREOPARAMS"[eye] * (f.pos.w - " I_STEREOPARAMS"[2]);\n");
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}
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if (primitive_type == PRIMITIVE_LINES)
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@ -264,12 +284,12 @@ static inline void EmitVertex(T& out, const char* vertex, API_TYPE ApiType)
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if (ApiType == API_OPENGL)
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out.Write("\tgl_Position = %s.pos;\n", vertex);
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out.Write("\t%s = %s;\n", (ApiType == API_OPENGL) ? "vs" : "gs.vs", vertex);
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out.Write("\tps.o = %s;\n", vertex);
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if (ApiType == API_OPENGL)
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out.Write("\tEmitVertex();\n");
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else
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out.Write("\toutput.Append(gs);\n");
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out.Write("\toutput.Append(ps);\n");
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}
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void GetGeometryShaderUid(GeometryShaderUid& object, u32 primitive_type, API_TYPE ApiType)
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@ -316,11 +316,14 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// As a workaround, we interpolate at the centroid of the coveraged pixel, which
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// is always inside the primitive.
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// Without MSAA, this flag is defined to have no effect.
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out.Write("centroid in VS_OUTPUT vs;\n");
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uid_data->stereo = g_ActiveConfig.iStereoMode > 0;
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out.Write("in VertexData {\n");
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out.Write("\tcentroid VS_OUTPUT o;\n");
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if (g_ActiveConfig.iStereoMode > 0)
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out.Write("flat in int layer;\n");
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out.Write("\tflat int layer;\n");
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out.Write("};\n");
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out.Write("void main()\n{\n");
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@ -328,18 +331,18 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// Let's set up attributes
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for (unsigned int i = 0; i < numTexgen; ++i)
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{
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out.Write("\tfloat3 uv%d = vs.tex%d;\n", i, i);
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out.Write("\tfloat3 uv%d = o.tex%d;\n", i, i);
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}
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out.Write("\tfloat4 clipPos = vs.clipPos;\n");
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out.Write("\tfloat4 clipPos = o.clipPos;\n");
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if (g_ActiveConfig.bEnablePixelLighting)
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{
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out.Write("\tfloat4 Normal = vs.Normal;\n");
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out.Write("\tfloat4 Normal = o.Normal;\n");
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}
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// On Mali, global variables must be initialized as constants.
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// This is why we initialize these variables locally instead.
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out.Write("\tfloat4 colors_0 = vs.colors_0;\n");
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out.Write("\tfloat4 colors_1 = vs.colors_1;\n");
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out.Write("\tfloat4 colors_0 = o.colors_0;\n");
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out.Write("\tfloat4 colors_1 = o.colors_1;\n");
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out.Write("\tfloat4 rawpos = gl_FragCoord;\n");
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}
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@ -72,7 +72,9 @@ static inline void GenerateVertexShader(T& out, u32 components, API_TYPE api_typ
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out.Write("in float%d tex%d; // ATTR%d,\n", hastexmtx ? 3 : 2, i, SHADER_TEXTURE0_ATTRIB + i);
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}
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out.Write("centroid out VS_OUTPUT o;\n");
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out.Write("out VertexData {\n"
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"\tcentroid VS_OUTPUT o;\n"
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"};\n");
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out.Write("void main()\n{\n");
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}
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