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Should fix shader_cg build on PS3.
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@ -102,10 +102,12 @@ struct cg_program
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CGprogram vprg;
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CGprogram fprg;
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#ifndef HAVE_PSGL
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CGparameter tex;
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CGparameter lut_tex;
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CGparameter color;
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CGparameter vertex;
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#endif
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CGparameter vid_size_f;
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CGparameter tex_size_f;
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@ -166,6 +168,13 @@ bool gl_cg_set_mvp(const math_matrix *mat)
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return false;
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}
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#ifdef HAVE_PSGL
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bool gl_cg_set_coords(const struct gl_coords *coords)
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{
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(void)coords;
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return false;
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}
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#else
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#define SET_COORD(name, coords_name, len) do { \
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if (prg[active_index].name) \
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{ \
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@ -187,6 +196,7 @@ bool gl_cg_set_coords(const struct gl_coords *coords)
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return true;
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}
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#endif
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#define set_param_2f(param, x, y) \
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if (param) cgGLSetParameter2f(param, x, y)
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@ -1046,6 +1056,9 @@ end:
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static void set_program_base_attrib(unsigned i)
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{
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#ifdef HAVE_PSGL
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(void)i;
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#else
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CGparameter param = cgGetFirstParameter(prg[i].vprg, CG_PROGRAM);
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for (; param; param = cgGetNextParameter(param))
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{
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@ -1067,6 +1080,7 @@ static void set_program_base_attrib(unsigned i)
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else if (strcmp(semantic, "TEXCOORD1") == 0)
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prg[i].lut_tex = param;
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}
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#endif
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}
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static void set_program_attributes(unsigned i)
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