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								src/system.c
									
									
									
									
									
								
							@@ -404,16 +404,16 @@ static void processKeyboard()
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	tic80_input* input = &platform.studio->tic->ram.input;
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						tic80_input* input = &platform.studio->tic->ram.input;
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	input->keyboard.data = 0;
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						input->keyboard.data = 0;
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    enum{BufSize = COUNT_OF(input->keyboard.keys)};
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						enum{BufSize = COUNT_OF(input->keyboard.keys)};
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    s32 c = 0;
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						s32 c = 0;
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    {
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						{
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        SDL_Keymod mod = SDL_GetModState();
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							SDL_Keymod mod = SDL_GetModState();
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        if(mod & KMOD_SHIFT) input->keyboard.keys[c++] = tic_key_shift;
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							if(mod & KMOD_SHIFT) input->keyboard.keys[c++] = tic_key_shift;
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        if(mod & (KMOD_CTRL | KMOD_GUI)) input->keyboard.keys[c++] = tic_key_ctrl;
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							if(mod & (KMOD_CTRL | KMOD_GUI)) input->keyboard.keys[c++] = tic_key_ctrl;
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        if(mod & KMOD_ALT) input->keyboard.keys[c++] = tic_key_alt;
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							if(mod & KMOD_ALT) input->keyboard.keys[c++] = tic_key_alt;
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        if(mod & KMOD_CAPS) input->keyboard.keys[c++] = tic_key_capslock;
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							if(mod & KMOD_CAPS) input->keyboard.keys[c++] = tic_key_capslock;
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    }
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						}
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	const u8* keyboard = SDL_GetKeyboardState(NULL);
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						const u8* keyboard = SDL_GetKeyboardState(NULL);
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@@ -1160,7 +1160,7 @@ static void preseed()
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static char* prepareShader(const char* code)
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					static char* prepareShader(const char* code)
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{
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					{
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	GPU_Renderer* renderer = GPU_GetCurrentRenderer();
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						GPU_Renderer* renderer = GPU_GetCurrentRenderer();
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 	const char* header = "";
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						const char* header = "";
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	if(renderer->shader_language == GPU_LANGUAGE_GLSL)
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						if(renderer->shader_language == GPU_LANGUAGE_GLSL)
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	{
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						{
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