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Put UTextureFilterMode uniform creation to the right place.
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@ -815,6 +815,8 @@ void CombinerProgramUniformFactory::buildUniforms(GLuint _program,
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_uniforms.emplace_back(new UMipmap1(_program));
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if (config.generalEmulation.enableLOD != 0)
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_uniforms.emplace_back(new UMipmap2(_program));
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} else if (config.texture.bilinearMode == BILINEAR_3POINT) {
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_uniforms.emplace_back(new UTextureFilterMode(_program));
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}
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_uniforms.emplace_back(new UTexturePersp(_program));
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@ -824,6 +826,7 @@ void CombinerProgramUniformFactory::buildUniforms(GLuint _program,
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if (!_key.isRectKey())
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_uniforms.emplace_back(new UTextureParams(_program, _inputs.usesTile(0), _inputs.usesTile(1)));
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}
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_uniforms.emplace_back(new UFog(_program));
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@ -843,9 +846,6 @@ void CombinerProgramUniformFactory::buildUniforms(GLuint _program,
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_uniforms.emplace_back(new UScreenScale(_program));
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if (config.texture.bilinearMode == BILINEAR_3POINT)
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_uniforms.emplace_back(new UTextureFilterMode(_program));
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_uniforms.emplace_back(new UAlphaTestInfo(_program));
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if (config.frameBufferEmulation.N64DepthCompare != 0)
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