vk_shader_gen: new is a reserved keyword on Metal
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@@ -1548,7 +1548,7 @@ uint s = uint(last_tex_env_out.g * float(0xFF));
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ivec2 image_coord = ivec2(gl_FragCoord.xy);
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ivec2 image_coord = ivec2(gl_FragCoord.xy);
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uint old = imageLoad(shadow_buffer, image_coord).x;
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uint old = imageLoad(shadow_buffer, image_coord).x;
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uint new;
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uint new1;
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uint old2;
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uint old2;
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do {
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do {
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old2 = old;
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old2 = old;
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@@ -1562,9 +1562,9 @@ do {
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ref.y = min(s, ref.y);
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ref.y = min(s, ref.y);
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}
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}
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}
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}
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new = EncodeShadow(ref);
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new1 = EncodeShadow(ref);
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} while ((old = imageAtomicCompSwap(shadow_buffer, image_coord, old, new)) != old2);
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} while ((old = imageAtomicCompSwap(shadow_buffer, image_coord, old, new1)) != old2);
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)";
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)";
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} else {
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} else {
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out += "gl_FragDepth = depth;\n";
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out += "gl_FragDepth = depth;\n";
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