Fixing clears.
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@@ -40,6 +40,7 @@ const std::string header =
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"layout(std140, column_major) uniform;\n"
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"layout(std430, column_major) buffer;\n"
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"struct StateData {\n"
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" vec4 pretransform;\n"
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" vec4 window_offset;\n"
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" vec4 window_scissor;\n"
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" vec4 viewport_offset;\n"
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@@ -68,16 +69,7 @@ bool GL4Shader::PrepareVertexShader(
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std::string apply_viewport =
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"vec4 applyViewport(vec4 pos) {\n"
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// TODO(benvanik): piecewise viewport_enable -> offset/scale logic.
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" if (false) {\n"
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" } else {\n"
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/*" pos.xy = pos.xy / vec2(state.window_offset.z / 2.0, "
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"-state.window_offset.w / 2.0) + vec2(-1.0, 1.0);\n"
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" pos.zw = vec2(0.0, 1.0);\n"*/
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" pos.xy = pos.xy / vec2(1280.0 / 2.0, "
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"-720.0 / 2.0) + vec2(-1.0, 1.0);\n"
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" //pos.zw = vec2(0.0, 1.0);\n"
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" }\n"
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" pos.xy = pos.xy / state.pretransform.zw + state.pretransform.xy;\n"
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" pos.x = pos.x * state.viewport_scale.x + \n"
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" state.viewport_offset.x;\n"
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" pos.y = pos.y * state.viewport_scale.y + \n"
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@@ -107,8 +99,6 @@ bool GL4Shader::PrepareVertexShader(
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" gl_Position = applyViewport(gl_Position);\n"
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"}\n";
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// glGetTextureSamplerHandleARB()
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std::string translated_source =
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shader_translator_.TranslateVertexShader(this, program_cntl);
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if (translated_source.empty()) {
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