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<title>dolphin/Source/Core/VideoCommon/Src/VertexShaderGen.cpp, branch 4.0.1</title>
<subtitle>GameCube and Wii emulator</subtitle>
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<entry>
<title>VertexShaderGen: Cleanup.</title>
<updated>2013-08-14T11:47:23+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2013-08-14T11:47:23+00:00</published>
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<entry>
<title>ShaderGen: Optimize out most function calls for uid generation.</title>
<updated>2013-08-12T16:30:42+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-08-12T11:31:29+00:00</published>
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<entry>
<title>LightingShaderGen: Use macro magic instead of snprintf. Should fix performance problems.</title>
<updated>2013-08-12T16:30:42+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
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<published>2013-08-12T10:52:42+00:00</published>
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<entry>
<title>ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106eed0 that caused some lighting issues.</title>
<updated>2013-07-02T12:48:08+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-07-02T12:32:52+00:00</published>
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<title>VertexShaderGen: Fix a potential bug where vertex shader uids don't change when</title>
<updated>2013-06-30T12:27:04+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-06-30T12:27:04+00:00</published>
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pixel lighting is toggled.

Same as revision f524312fd17e but done properly (why is our shader gen code this dumb?).
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pixel lighting is toggled.

Same as revision f524312fd17e but done properly (why is our shader gen code this dumb?).
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</entry>
<entry>
<title>VertexShaderGen: Fix a dumb regression from revision f524312fd17e.</title>
<updated>2013-06-30T11:36:45+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@googlemail.com</email>
</author>
<published>2013-06-30T11:36:45+00:00</published>
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<entry>
<title>VertexShaderGen: Fix a potential bug where vertex shader uids don't change when pixel lighting is toggled.</title>
<updated>2013-06-29T21:01:42+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-06-29T20:54:19+00:00</published>
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<entry>
<title>Finishing touches.</title>
<updated>2013-06-28T15:43:53+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
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<published>2013-06-28T15:43:53+00:00</published>
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<entry>
<title>Compactify VertexShader uid struct.</title>
<updated>2013-06-23T17:29:02+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-06-23T17:28:36+00:00</published>
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<entry>
<title>Optimize shader uid checks by checking the number of uid values which are actually used.</title>
<updated>2013-06-22T19:47:22+00:00</updated>
<author>
<name>NeoBrainX</name>
<email>NeoBrainX@gmail.com</email>
</author>
<published>2013-06-22T19:24:21+00:00</published>
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