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gl_shader_decompiler: Implement GLSL physical attributes
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@@ -885,7 +885,7 @@ private:
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std::set<Sampler> used_samplers;
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std::array<bool, Tegra::Engines::Maxwell3D::Regs::NumClipDistances> used_clip_distances{};
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std::map<GlobalMemoryBase, GlobalMemoryUsage> used_global_memory;
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bool use_physical_attributes = true; // Shader uses AL2P
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bool use_physical_attributes{}; // Shader uses AL2P or physical attribute read/writes
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Tegra::Shader::Header header;
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};
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