Shadergen: Add clipping
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@@ -845,6 +845,13 @@ OpenGL::Program& RendererGL::getSpecializedShader() {
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uniforms.depthScale = f24::fromRaw(regs[PICA::InternalRegs::DepthScale] & 0xffffff).toFloat32();
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uniforms.depthOffset = f24::fromRaw(regs[PICA::InternalRegs::DepthOffset] & 0xffffff).toFloat32();
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if (regs[InternalRegs::ClipEnable] & 1) {
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uniforms.clipCoords[0] = f24::fromRaw(regs[PICA::InternalRegs::ClipData0] & 0xffffff).toFloat32();
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uniforms.clipCoords[1] = f24::fromRaw(regs[PICA::InternalRegs::ClipData1] & 0xffffff).toFloat32();
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uniforms.clipCoords[2] = f24::fromRaw(regs[PICA::InternalRegs::ClipData2] & 0xffffff).toFloat32();
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uniforms.clipCoords[3] = f24::fromRaw(regs[PICA::InternalRegs::ClipData3] & 0xffffff).toFloat32();
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}
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// Set up the constant color for the 6 TEV stages
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for (int i = 0; i < 6; i++) {
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static constexpr std::array<u32, 6> ioBases = {
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