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GPU/HW: Use dual-source blend to split alpha and mask
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@ -7,7 +7,8 @@
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class GPU_HW_ShaderGen
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{
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public:
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GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color);
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GPU_HW_ShaderGen(HostDisplay::RenderAPI render_api, u32 resolution_scale, bool true_color,
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bool supports_dual_source_belnd);
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~GPU_HW_ShaderGen();
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std::string GenerateBatchVertexShader(bool textured);
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@ -26,6 +27,7 @@ public:
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bool m_true_color;
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bool m_glsl;
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bool m_glsl_es;
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bool m_supports_dual_source_blend;
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private:
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void WriteHeader(std::stringstream& ss);
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