Remove two more asserts in VertexShaderGen.
As confirmed by a hardware test if we are using the texgen type of COLOR_STRGBC0/STRGBC1 then it sets the texture coordinates to those values regardless of what the input form or source row is. Thanks to Ornox for testing again
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@ -256,11 +256,9 @@ static T GenerateVertexShader(API_TYPE api_type)
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break;
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case XF_TEXGEN_COLOR_STRGBC0:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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out.Write("o.tex%d.xyz = float3(o.colors_0.x, o.colors_0.y, 1);\n", i);
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break;
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case XF_TEXGEN_COLOR_STRGBC1:
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_assert_(texinfo.sourcerow == XF_SRCCOLORS_INROW);
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out.Write("o.tex%d.xyz = float3(o.colors_1.x, o.colors_1.y, 1);\n", i);
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break;
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case XF_TEXGEN_REGULAR:
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