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Don't force typecast from real texture when saving overlay/custom shader
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@@ -3677,7 +3677,10 @@ void TextureViewer::on_saveTex_clicked()
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[this, &id](IReplayController *r) { id = m_Output->GetCustomShaderTexID(); });
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if(id != ResourceId())
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{
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m_SaveConfig.resourceId = id;
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m_SaveConfig.typeCast = CompType::Typeless;
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}
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}
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ResourceId overlayTexID;
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@@ -3697,6 +3700,7 @@ void TextureViewer::on_saveTex_clicked()
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if(saveDialog.saveOverlayInstead())
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{
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m_SaveConfig.resourceId = overlayTexID;
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m_SaveConfig.typeCast = CompType::Typeless;
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if(m_TexDisplay.overlay == DebugOverlay::QuadOverdrawDraw ||
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m_TexDisplay.overlay == DebugOverlay::QuadOverdrawPass ||
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