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	gl_shader_decompiler: Stub input attribute Unknown_63.
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				@ -78,6 +78,8 @@ union Attribute {
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        // shader, and a tuple of (TessCoord.x, TessCoord.y, TessCoord.z, ~) when inside a Tess Eval
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        // shader.
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        TessCoordInstanceIDVertexID = 47,
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        // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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        Unknown_63 = 63,
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    };
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    union {
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@ -523,6 +523,11 @@ private:
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            // shader.
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            ASSERT(stage == Maxwell3D::Regs::ShaderStage::Vertex);
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            return "vec4(0, 0, uintBitsToFloat(gl_InstanceID), uintBitsToFloat(gl_VertexID))";
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        case Attribute::Index::Unknown_63:
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            // TODO(bunnei): Figure out what this is used for. Super Mario Odyssey uses this.
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            LOG_CRITICAL(HW_GPU, "Unhandled input attribute Unknown_63");
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            UNREACHABLE();
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            break;
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        default:
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            const u32 index{static_cast<u32>(attribute) -
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                            static_cast<u32>(Attribute::Index::Attribute_0)};
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@ -534,6 +539,8 @@ private:
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            LOG_CRITICAL(HW_GPU, "Unhandled input attribute: {}", index);
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            UNREACHABLE();
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        }
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        return "vec4(0, 0, 0, 0)";
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    }
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    /// Generates code representing an output attribute register.
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