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GPU: Fix GL shaders on Mesa with PGXP + uncorrected colours
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201a671709
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@ -383,7 +383,7 @@ void ShaderGen::DeclareVertexEntryPoint(
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ss << "out VertexData" << output_block_suffix << " {\n";
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << " " << qualifier << "float4 v_col" << i << ";\n";
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ss << " " << (noperspective_color ? "noperspective " : "") << qualifier << "float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_outputs; i++)
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ss << " " << qualifier << "float2 v_tex" << i << ";\n";
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@ -400,7 +400,7 @@ void ShaderGen::DeclareVertexEntryPoint(
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const char* qualifier = GetInterpolationQualifier(false, msaa, ssaa, true);
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for (u32 i = 0; i < num_color_outputs; i++)
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ss << qualifier << "out float4 v_col" << i << ";\n";
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ss << qualifier << (noperspective_color ? "noperspective " : "") << "out float4 v_col" << i << ";\n";
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for (u32 i = 0; i < num_texcoord_outputs; i++)
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ss << qualifier << "out float2 v_tex" << i << ";\n";
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