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gl_shader_decompiler: Fixup inverted if
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@ -2766,22 +2766,21 @@ private:
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const bool depth_compare =
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instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::DC);
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const auto process_mode = instr.texs.GetTextureProcessMode();
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UNIMPLEMENTED_IF_MSG(instr.texs.UsesMiscMode(Tegra::Shader::TextureMiscMode::NODEP),
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"NODEP is not implemented");
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const auto scope = shader.Scope();
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const auto [coord, texture] =
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auto [coord, texture] =
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GetTEXSCode(instr, texture_type, process_mode, depth_compare, is_array);
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shader.AddLine(coord);
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if (!depth_compare) {
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shader.AddLine("vec4 texture_tmp = " + texture + ';');
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} else {
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shader.AddLine("vec4 texture_tmp = vec4(" + texture + ");");
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if (depth_compare) {
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texture = "vec4(" + texture + ')';
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}
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shader.AddLine("vec4 texture_tmp = " + texture + ';');
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WriteTexsInstruction(instr, "texture_tmp");
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break;
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