Tweaking.
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@@ -69,6 +69,7 @@ std::string GL4ShaderTranslator::TranslateVertexShader(
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Reset(vertex_shader);
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// Normal shaders only, for now.
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// TODO(benvanik): transform feedback/memexport.
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assert_true(program_cntl.vs_export_mode == 0);
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// Add vertex shader input.
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@@ -199,7 +200,8 @@ void GL4ShaderTranslator::AppendDestRegName(uint32_t num, uint32_t dst_exp) {
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Append("gl_Position");
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break;
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case 63:
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Append("gl_PointSize");
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// Write to t, as we need to splice just x out of it.
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Append("t");
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break;
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default:
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// Varying.
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@@ -242,6 +244,8 @@ void GL4ShaderTranslator::AppendDestRegPost(uint32_t num, uint32_t mask,
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if (num == 61) {
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// gl_FragDepth handling to just get x from the temp result.
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Append(" gl_FragDepth = t.x;\n");
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} else if (num == 63) {
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Append(" gl_PointSize = t.x;\n");
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} else if (mask != 0xF) {
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// Masking.
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Append(" ");
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