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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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@ -47,5 +47,5 @@ static const char s_lighting_struct[] = "struct Light {\n"
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"};\n";
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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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void GetLightingShaderUid(LightingUidData& uid_data);
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