Shader Compile fixes. Played SMS for two shines.
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@ -750,7 +750,7 @@ const char *GeneratePixelShaderCode(DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType
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// optional perspective divides
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if (xfregs.texMtxInfo[i].projection == XF_TEXPROJ_STQ)
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{
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WRITE(p, "if (uv%d.z)", i);
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WRITE(p, "if (uv%d.z != 0.0f)", i);
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WRITE(p, " uv%d.xy = uv%d.xy / uv%d.z;\n", i, i, i);
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}
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@ -125,8 +125,7 @@ void WriteSwizzler(char*& p, u32 format, API_TYPE ApiType)
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WRITE(p," in float2 uv0 : TEXCOORD0)\n");
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}
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WRITE(p," in float2 uv0 : TEXCOORD0)\n"
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"{\n"
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WRITE(p, "{\n"
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" float2 sampleUv;\n"
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" float2 uv1 = floor(uv0);\n");
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@ -448,10 +447,9 @@ void WriteRGB565Encoder(char* p,API_TYPE ApiType)
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WriteSampleColor(p, "rgb", "float3 texSample0",ApiType);
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WriteIncrementSampleX(p,ApiType);
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WriteSampleColor(p, "rgb", "float3 texSample1",ApiType);
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WRITE(p, " float2 texRs = {texSample0.r, texSample1.r};\n");
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WRITE(p, " float2 texGs = {texSample0.g, texSample1.g};\n");
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WRITE(p, " float2 texBs = {texSample0.b, texSample1.b};\n");
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WRITE(p, " float2 texRs = float2(texSample0.r, texSample1.r);\n");
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WRITE(p, " float2 texGs = float2(texSample0.g, texSample1.g);\n");
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WRITE(p, " float2 texBs = float2(texSample0.b, texSample1.b);\n");
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WriteToBitDepth(p, 6, "texGs", "float2 gInt");
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WRITE(p, " float2 gUpper = floor(gInt / 8.0f);\n");
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