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	gl_shader_cache: Do not flip tessellation on OpenGL
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		@@ -159,8 +159,7 @@ Shader::RuntimeInfo MakeRuntimeInfo(const GraphicsProgramKey& key,
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    Shader::RuntimeInfo info;
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					    Shader::RuntimeInfo info;
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    switch (program.stage) {
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					    switch (program.stage) {
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    case Shader::Stage::TessellationEval:
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					    case Shader::Stage::TessellationEval:
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        // We have to flip tessellation clockwise for some reason...
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					        info.tess_clockwise = key.tessellation_clockwise != 0;
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        info.tess_clockwise = key.tessellation_clockwise == 0;
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        info.tess_primitive = [&key] {
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					        info.tess_primitive = [&key] {
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            switch (key.tessellation_primitive) {
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					            switch (key.tessellation_primitive) {
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            case Maxwell::TessellationPrimitive::Isolines:
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					            case Maxwell::TessellationPrimitive::Isolines:
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