Fix pixel types not being read properly
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201739dcb6
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@ -58,8 +58,8 @@ namespace FirstPlugin
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{
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ShaderProgram program = new ShaderProgram();
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program.Text = reader.LoadString(true, typeof(ulong));
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uint unk2 = reader.ReadUInt32();
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uint Type = reader.ReadUInt32();
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uint unk2 = reader.ReadUInt32(); //Usually 2
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long BinaryOffset = reader.ReadOffset(true, typeof(ulong));
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ulong BinarySize = reader.ReadUInt64();
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ulong BinarySize2 = reader.ReadUInt64();
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@ -118,7 +118,7 @@ namespace FirstPlugin
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uint BinaryOffset = reader.ReadUInt32();
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Console.WriteLine("Binary Size " + BinarySize);
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Console.WriteLine("Binar yOffset " + BinaryOffset);
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Console.WriteLine("Binary Offset " + BinaryOffset);
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reader.Seek((int)BinaryOffset, System.IO.SeekOrigin.Begin);
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RawBinaryData = reader.ReadBytes((int)BinarySize);
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@ -128,7 +128,7 @@ namespace FirstPlugin
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public bool TryDecompileBinary()
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{
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ParseBinary();
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Code = NSWShaderDecompile.DecompileShader(ShaderType, RawBinaryData);
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Code = NSWShaderDecompile.DecompileShader(ShaderType, Data);
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if (Code.Length > 0) return true;
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else return false;
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