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gameui: add console button to main menu
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@@ -3186,10 +3186,9 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
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m_bPutHexCodesAfterLines = (options & D3DToGL_PutHexCommentsAfterLines) != 0;
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m_bGeneratingDebugText = (options & D3DToGL_GeneratingDebugText) != 0;
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m_bGenerateSRGBWriteSuffix = (options & D3DToGL_OptionSRGBWriteSuffix) != 0;
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m_bGenerateSRGBWriteSuffix = false;
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if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) )
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m_bGenerateSRGBWriteSuffix = true;
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/* if( debugLabel && (V_strstr( debugLabel ,"vertexlit_and_unlit_generic_ps") || V_strstr( debugLabel ,"vertexlit_and_unlit_generic_bump_ps") ) )
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m_bGenerateSRGBWriteSuffix = true;*/
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m_NumIndentTabs = 1; // start code indented one tab
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m_nLoopDepth = 0;
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@@ -3921,11 +3920,11 @@ int D3DToGL::TranslateShader( uint32* code, CUtlBuffer *pBufDisassembledCode, bo
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// sRGB Write suffix
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if ( m_bGenerateSRGBWriteSuffix )
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{
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// StrcatToALUCode( "vec3 sRGBFragData;\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.754545f, 0.754545f, 0.754545f );\n" );
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// StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" );
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StrcatToALUCode( "gl_FragData[0].xyz = pow(gl_FragData[0].xyz, vec3(1.0/2.2));\n" );
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StrcatToALUCode( "vec3 sRGBFragData;\n" );
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StrcatToALUCode( "sRGBFragData.xyz = log( gl_FragData[0].xyz );\n" );
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StrcatToALUCode( "sRGBFragData.xyz = sRGBFragData.xyz * vec3( 0.454545f, 0.454545f, 0.454545f );\n" );
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StrcatToALUCode( "sRGBFragData.xyz = exp( sRGBFragData.xyz );\n" );
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StrcatToALUCode( "gl_FragData[0].xyz = mix( gl_FragData[0].xyz, sRGBFragData, flSRGBWrite );\n" );
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}
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if( m_iFragDataCount && bVertexShader )
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@@ -1201,8 +1201,8 @@ static void FillD3DCaps9( const GLMRendererInfoFields &glmRendererInfo, D3DCAPS9
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pCaps->MaxPixelShader30InstructionSlots = 0;
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#if DX_TO_GL_ABSTRACTION
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pCaps->FakeSRGBWrite = !glmRendererInfo.m_hasGammaWrites;
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pCaps->CanDoSRGBReadFromRTs = !glmRendererInfo.m_cantAttachSRGB;
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pCaps->FakeSRGBWrite = true;//!glmRendererInfo.m_hasGammaWrites;
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pCaps->CanDoSRGBReadFromRTs = true;//!glmRendererInfo.m_cantAttachSRGB;
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pCaps->MixedSizeTargets = glmRendererInfo.m_hasMixedAttachmentSizes;
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#endif
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}
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