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Fix discard patterns to work correctly with multisampled UINT textures
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@@ -119,7 +119,8 @@ static const BuiltinShaderConfig builtinShaders[] = {
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BuiltinShaderConfig(BuiltinShader::ShaderDebugSampleVS,
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EmbeddedResource(glsl_shaderdebug_sample_vert), rdcspv::ShaderStage::Vertex),
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BuiltinShaderConfig(BuiltinShader::DiscardFS, EmbeddedResource(glsl_discard_frag),
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rdcspv::ShaderStage::Fragment),
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rdcspv::ShaderStage::Fragment, FeatureCheck::NoCheck,
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BuiltinShaderFlags::BaseTypeParameterised),
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BuiltinShaderConfig(
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BuiltinShader::HistogramCS, EmbeddedResource(glsl_histogram_comp),
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rdcspv::ShaderStage::Compute, FeatureCheck::NoCheck,
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