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	gl_shader_decompiler: Remove texture temporal in TLD4
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		| @@ -2972,15 +2972,13 @@ private: | |||||||
|                 if (depth_compare) { |                 if (depth_compare) { | ||||||
|                     regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); |                     regs.SetRegisterToFloat(instr.gpr0, 0, texture, 1, 1, false); | ||||||
|                 } else { |                 } else { | ||||||
|                     shader.AddLine("vec4 texture_tmp = " + texture + ';'); |  | ||||||
|                     std::size_t dest_elem{}; |                     std::size_t dest_elem{}; | ||||||
|                     for (std::size_t elem = 0; elem < 4; ++elem) { |                     for (std::size_t elem = 0; elem < 4; ++elem) { | ||||||
|                         if (!instr.tex.IsComponentEnabled(elem)) { |                         if (!instr.tex.IsComponentEnabled(elem)) { | ||||||
|                             // Skip disabled components |                             // Skip disabled components | ||||||
|                             continue; |                             continue; | ||||||
|                         } |                         } | ||||||
|                         regs.SetRegisterToFloat(instr.gpr0, elem, "texture_tmp", 1, 4, false, |                         regs.SetRegisterToFloat(instr.gpr0, elem, texture, 1, 4, false, dest_elem); | ||||||
|                                                 dest_elem); |  | ||||||
|                         ++dest_elem; |                         ++dest_elem; | ||||||
|                     } |                     } | ||||||
|                 } |                 } | ||||||
|   | |||||||
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