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Add texture to flat shaded test.
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@@ -543,17 +543,17 @@ void GPUDriverTestScreen::ShaderTest() {
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y += 100;
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dc.Begin();
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dc.DrawText("Flat shading", x, y, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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dc.DrawText("Flat shaded tex", x, y, 0xFFFFFFFF, FLAG_DYNAMIC_ASCII);
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dc.DrawText("(TEST OK if no gradient!)", x + 400, y, 0xFFFFFFFF, ALIGN_LEFT);
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dc.Flush();
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bounds = { x + 200, y, testW, 70 };
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bounds = { x + 200, y, 100, 100 };
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// Draw rectangle that should be flat shaded
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dc.BeginPipeline(flatShadingPipeline_, samplerNearest_);
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// There is a "provoking vertex" difference here between GL and Vulkan when using flat shading. One gets one color, one gets the other.
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// Wherever possible we should reconfigure the GL provoking vertex to match Vulkan, probably.
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dc.FillRectVGradient(bgColorOK, textColorOK, bounds);
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dc.DrawImageVGradient(ImageID("I_ICON"), 0xFFFFFFFF, 0x808080FF, bounds);
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dc.Flush();
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}
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