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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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@ -207,7 +207,7 @@ PixelShaderUid GetPixelShaderUid(DSTALPHA_MODE dstAlphaMode)
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// The lighting shader only needs the two color bits of the 23bit component bit array.
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uid_data->components =
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(VertexLoaderManager::g_current_components & (VB_HAS_COL0 | VB_HAS_COL1)) >> VB_COL_SHIFT;
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;
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uid_data->numColorChans = xfmem.numChan.numColorChans;
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GetLightingShaderUid(uid_data->lighting);
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}
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@ -649,7 +649,7 @@ ShaderCode GeneratePixelShaderCode(APIType ApiType, const pixel_shader_uid_data*
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// out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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// out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components << VB_COL_SHIFT,
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"colors_", "col");
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uid_data->numColorChans, "colors_", "col");
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}
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// HACK to handle cases where the tex gen is not enabled
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