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Cleanup shader generation code (#10663)

Shader generation is a mess. This commit cleans some parts up, including dropping remains of HLSL support which was never actually implemented.
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Vitaliy 2020-12-19 22:57:10 +03:00 committed by GitHub
parent 664f5ce960
commit ccbf8029ea
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GPG key ID: 4AEE18F83AFDEB23
11 changed files with 157 additions and 377 deletions

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@ -36,7 +36,7 @@ void RenderingCoreInterlaced::initMaterial()
mat.UseMipMaps = false;
mat.ZBuffer = false;
mat.ZWriteEnable = false;
u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC, 0);
u32 shader = s->getShader("3d_interlaced_merge", TILE_MATERIAL_BASIC);
mat.MaterialType = s->getShaderInfo(shader).material;
for (int k = 0; k < 3; ++k) {
mat.TextureLayer[k].AnisotropicFilter = false;