wined3d: Get rid of the vpos_uniform field from the wined3d_pixel_shader structure.
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@ -823,7 +823,7 @@ static void shader_glsl_load_constants(const struct wined3d_context *context,
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}
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}
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}
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}
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if (pshader->u.ps.vpos_uniform)
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if (prog->ycorrection_location != -1)
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{
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{
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float correction_params[4];
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float correction_params[4];
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@ -1043,7 +1043,6 @@ static void shader_generate_glsl_declarations(const struct wined3d_context *cont
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+ 1 < gl_info->limits.glsl_ps_float_constants)
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+ 1 < gl_info->limits.glsl_ps_float_constants)
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{
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{
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shader_addline(buffer, "uniform vec4 ycorrection;\n");
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shader_addline(buffer, "uniform vec4 ycorrection;\n");
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shader->u.ps.vpos_uniform = 1;
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extra_constants_needed++;
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extra_constants_needed++;
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}
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}
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else
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else
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@ -2566,7 +2566,6 @@ struct wined3d_pixel_shader
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unsigned int declared_in_count;
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unsigned int declared_in_count;
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/* Some information about the shader behavior */
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/* Some information about the shader behavior */
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char vpos_uniform;
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BOOL color0_mov;
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BOOL color0_mov;
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DWORD color0_reg;
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DWORD color0_reg;
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};
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};
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