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Sync with boo shader cache
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@@ -76,7 +76,7 @@ static const char* SolidPostHLSL =
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"{\n"
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" float4 solidColor;\n"
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"};\n"
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"static float4 SolidPostFunc(float4 colorIn)\n"
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"static float4 SolidPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return solidColor;\n"
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"}\n"
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@@ -88,7 +88,7 @@ static const char* MBShadowPostHLSL =
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 MBShadowPostFunc(float4 colorIn)\n"
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"static float4 MBShadowPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.Sample(samp, vtf.extTcgs[0]).a;\n"
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" float sphereTexel = extTex1.Sample(samp, vtf.extTcgs[1]).a;\n"
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@@ -130,7 +130,7 @@ CModelShaders::GetShaderExtensionsHLSL(boo::IGraphicsDataFactory::Platform plat)
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0, nullptr, 0, nullptr, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::Zero);
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/* Solid shading */
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/* MorphBall shadow shading */
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ext.registerExtensionSlot({}, {MBShadowPostHLSL, "MBShadowPostFunc"},
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0, nullptr, 3, BallFadeTextures,
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hecl::Backend::BlendFactor::SrcAlpha,
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