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gl_shader_decompiler: Rename "sepparate" to "separate"
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@ -1076,7 +1076,7 @@ private:
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}
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std::string GenerateTexture(Operation operation, const std::string& function_suffix,
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const std::vector<TextureIR>& extras, bool sepparate_dc = false) {
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const std::vector<TextureIR>& extras, bool separate_dc = false) {
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constexpr std::array coord_constructors = {"float", "vec2", "vec3", "vec4"};
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const auto meta = std::get_if<MetaTexture>(&operation.GetMeta());
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@ -1092,7 +1092,7 @@ private:
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}
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expr += '(' + GetSampler(meta->sampler) + ", ";
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expr += coord_constructors.at(count + (has_array ? 1 : 0) +
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(has_shadow && !sepparate_dc ? 1 : 0) - 1);
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(has_shadow && !separate_dc ? 1 : 0) - 1);
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expr += '(';
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for (std::size_t i = 0; i < count; ++i) {
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expr += Visit(operation[i]).AsFloat();
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@ -1105,7 +1105,7 @@ private:
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expr += ", float(" + Visit(meta->array).AsInt() + ')';
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}
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if (has_shadow) {
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if (sepparate_dc) {
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if (separate_dc) {
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expr += "), " + Visit(meta->depth_compare).AsFloat();
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} else {
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expr += ", " + Visit(meta->depth_compare).AsFloat() + ')';
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