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	Vertex Shader : Undo casting
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		|  | @ -96,7 +96,7 @@ static void ProcessShaderCode(VertexShaderState& state) { | ||||||
|             state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
 |             state.program_counter = &program_code[offset] - 1; // -1 to make sure when incrementing the PC we end up at the correct offset
 | ||||||
|             state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); |             state.call_stack.push({ offset + num_instructions, return_offset, repeat_count, loop_increment, offset }); | ||||||
|         }; |         }; | ||||||
|         u32 binary_offset = static_cast<u32>(state.program_counter - program_code.data()); |         u32 binary_offset = state.program_counter - program_code.data(); | ||||||
| 
 | 
 | ||||||
|         state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset); |         state.debug.max_offset = std::max<u32>(state.debug.max_offset, 1 + binary_offset); | ||||||
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|  |  | ||||||
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