GPU: Properly handle semitransparent pixels
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@ -18,6 +18,7 @@ protected:
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u32 color;
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u16 texcoord;
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u16 padding;
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u32 texpage;
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static constexpr std::tuple<u8, u8> DecodeTexcoord(u16 texcoord)
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{
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@ -74,7 +75,7 @@ protected:
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void CalcScissorRect(int* left, int* top, int* right, int* bottom);
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std::string GenerateVertexShader(bool textured);
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std::string GenerateFragmentShader(bool textured, bool blending, TextureColorMode texture_color_mode);
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std::string GenerateFragmentShader(bool textured, bool blending, bool transparent, TextureColorMode texture_color_mode);
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std::string GenerateScreenQuadVertexShader();
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std::string GenerateFillFragmentShader();
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