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skip bindings for framebuffer fetched textures
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@ -511,7 +511,7 @@ namespace LatteDecompiler
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// for Vulkan we use consecutive indices
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for (sint32 i = 0; i < LATTE_NUM_MAX_TEX_UNITS; i++)
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{
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if (!decompilerContext->output->textureUnitMask[i])
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if (!decompilerContext->output->textureUnitMask[i] || decompilerContext->shader->textureRenderTargetIndex[i] != 255)
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continue;
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decompilerContext->output->resourceMappingMTL.textureUnitToBindingPoint[i] = decompilerContext->currentTextureBindingPointMTL;
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decompilerContext->currentTextureBindingPointMTL++;
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