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gl_shader_decompiler: Implement clip distances
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@ -62,7 +62,16 @@ struct Header {
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INSERT_PADDING_BYTES(1); // ImapSystemValuesB
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INSERT_PADDING_BYTES(16); // ImapGenericVector[32]
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INSERT_PADDING_BYTES(2); // ImapColor
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INSERT_PADDING_BYTES(2); // ImapSystemValuesC
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union {
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BitField<0, 8, u16> clip_distances;
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BitField<8, 1, u16> point_sprite_s;
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BitField<9, 1, u16> point_sprite_t;
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BitField<10, 1, u16> fog_coordinate;
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BitField<12, 1, u16> tessellation_eval_point_u;
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BitField<13, 1, u16> tessellation_eval_point_v;
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BitField<14, 1, u16> instance_id;
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BitField<15, 1, u16> vertex_id;
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};
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INSERT_PADDING_BYTES(5); // ImapFixedFncTexture[10]
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INSERT_PADDING_BYTES(1); // ImapReserved
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INSERT_PADDING_BYTES(3); // OmapSystemValuesA
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