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