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Kills CRTOpenGL.cpp and simplifies shader output very slightly.
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@@ -13,7 +13,6 @@ using namespace Outputs::Display::OpenGL;
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namespace {
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/// The texture unit from which to source 1bpp input data.
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constexpr GLenum SourceData1BppTextureUnit = GL_TEXTURE0;
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/// The texture unit from which to source 2bpp input data.
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@@ -175,6 +174,7 @@ void ScanTarget::set_modals(Modals modals) {
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// Cascade the texture units in use as per the pipeline stages.
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std::vector<Shader *> input_shaders = {input_shader_.get()};
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GLint texture_unit = GLint(UnprocessedLineBufferTextureUnit - GL_TEXTURE0);
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// output_shader_->set_uniform("textureName", texture_unit);
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for(const auto &stage: pipeline_stages_) {
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input_shaders.push_back(stage.shader.get());
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@@ -186,8 +186,6 @@ void ScanTarget::set_modals(Modals modals) {
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}
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output_shader_->set_uniform("textureName", texture_unit);
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// enable_vertex_attributes(ShaderType::InputScan, *input_shader_);
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// Ensure that all shaders involved in the input pipeline have the proper colour space knowledged.
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for(auto shader: input_shaders) {
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switch(modals.composite_colour_space) {
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