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Make sure frag shader ID matches generated code.
Before, we would use an id with alphatest on, but not actually compile in alphatest. Or, we would use a shader with alphatest, when we actually could compile it out.
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1 changed files with 2 additions and 2 deletions
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@ -176,10 +176,10 @@ void ComputeFragmentShaderID(FragmentShaderID *id) {
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}
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id->d[0] |= (lmode & 1) << 7;
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id->d[0] |= gstate.isAlphaTestEnabled() << 8;
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id->d[0] |= enableAlphaTest << 8;
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if (enableAlphaTest)
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id->d[0] |= gstate.getAlphaTestFunction() << 9;
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id->d[0] |= gstate.isColorTestEnabled() << 12;
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id->d[0] |= enableColorTest << 12;
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if (enableColorTest)
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id->d[0] |= gstate.getColorTestFunction() << 13; // color test func
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id->d[0] |= (enableFog & 1) << 15;
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