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gl_shader_decompiler: Fix swizzle in GetRegister.
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@ -199,7 +199,7 @@ private:
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std::string GetRegister(const Register& reg, unsigned elem = 0) {
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if (stage == Maxwell3D::Regs::ShaderStage::Fragment && reg < 4) {
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// GPRs 0-3 are output color for the fragment shader
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return std::string{"color."} + "rgba"[reg + elem];
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return std::string{"color."} + "rgba"[(reg + elem) & 3];
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}
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return *declr_register.insert("register_" + std::to_string(reg + elem)).first;
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