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LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
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@ -72,9 +72,9 @@ static void GenerateLightShader(ShaderCode& object, const LightingUidData& uid_d
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// inColorName is color in vs and colors_ in ps
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// dest is o.colors_ in vs and colors_ in ps
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void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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const char* inColorName, const char* dest)
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u32 numColorChans, const char* inColorName, const char* dest)
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{
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for (unsigned int j = 0; j < xfmem.numChan.numColorChans; j++)
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for (unsigned int j = 0; j < numColorChans; j++)
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{
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object.Write("{\n");
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@ -200,4 +200,4 @@ void GetLightingShaderUid(LightingUidData& uid_data)
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uid_data.light_mask |= xfmem.alpha[j].GetFullLightMask() << (8 * (j + 2));
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}
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}
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}
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}
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