Implementing one case of conditional shader execution blocks.
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@@ -244,17 +244,16 @@ bool GL4Shader::PreparePixelShader(
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}
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has_prepared_ = true;
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std::string source =
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GetHeader() +
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"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
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"layout(location = 0) flat in uint draw_id;\n"
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"layout(location = 1) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void processFragment(const in StateData state);\n"
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"void main() {\n" +
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" const StateData state = states[draw_id];\n"
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" processFragment(state);\n"
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"}\n";
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std::string source = GetHeader() +
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"layout(origin_upper_left) in vec4 gl_FragCoord;\n"
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"layout(location = 0) flat in uint draw_id;\n"
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"layout(location = 1) in VertexData vtx;\n"
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"layout(location = 0) out vec4 oC[4];\n"
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"void processFragment(const in StateData state);\n"
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"void main() {\n" +
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" const StateData state = states[draw_id];\n"
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" processFragment(state);\n"
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"}\n";
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std::string translated_source =
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shader_translator_.TranslatePixelShader(this, program_cntl);
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