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	Shaders: Implemented the gl_FrontFacing input attribute (attr 63).
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				@ -79,6 +79,9 @@ 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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        // This attribute contains a tuple of (Unk, Unk, Unk, gl_FrontFacing) when inside a fragment
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        // shader. It is unknown what the other values contain.
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        FrontFacing = 63,
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    };
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    union {
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@ -542,6 +542,10 @@ 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(instance_id.x), uintBitsToFloat(gl_VertexID))";
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        case Attribute::Index::FrontFacing:
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            // TODO(Subv): Find out what the values are for the other elements.
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            ASSERT(stage == Maxwell3D::Regs::ShaderStage::Fragment);
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            return "vec4(0, 0, 0, uintBitsToFloat(gl_FrontFacing ? 1 : 0))";
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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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