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GS/GL: Fix recent aa1 shader regressions.
Line was accidentally removed and macro typo.
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@@ -324,7 +324,8 @@ void main()
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// Use bottom minus top for delta regardless of which vertex we are expanding.
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vec2 line_delta = is_bottom ? (vtx.p.xy - other.p.xy) : (other.p.xy - vtx.p.xy);
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vec2 line_vector = normalize(line_delta / VertexScale);
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if VS_EXPAND == VS_EXPAND_LINE_AA1
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vec2 line_expand = vec2(line_vector.y, -line_vector.x);
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#if VS_EXPAND == VS_EXPAND_LINE_AA1
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line_expand *= 2.0f * LineAA1Width;
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#endif
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vec2 line_width = (line_expand * PointSize) / 2;
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@@ -3,4 +3,4 @@
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/// Version number for GS and other shaders. Increment whenever any of the contents of the
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/// shaders change, to invalidate the cache.
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static constexpr u32 SHADER_CACHE_VERSION = 102; // Last changed in PR 14480
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static constexpr u32 SHADER_CACHE_VERSION = 103; // Last changed in PR 14602
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