forked from ShuriZma/suyu
gl_shader_decompiler: Flip negated if else statement
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@ -3003,12 +3003,12 @@ private:
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// TODO(Subv): Figure out how the sampler type is encoded in the TLD4S instruction.
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const std::string sampler = GetSampler(
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instr.sampler, Tegra::Shader::TextureType::Texture2D, false, depth_compare);
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if (!depth_compare) {
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shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
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} else {
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if (depth_compare) {
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// Note: TLD4S coordinate encoding works just like TEXS's
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const std::string op_y = regs.GetRegisterAsFloat(instr.gpr8.Value() + 1);
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shader.AddLine("vec3 coords = vec3(" + op_a + ", " + op_y + ", " + op_b + ");");
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} else {
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shader.AddLine("vec2 coords = vec2(" + op_a + ", " + op_b + ");");
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}
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std::string texture = "textureGather(" + sampler + ", coords, " +
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