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Include "Hash.h" rather than "hash.h" for case-sensitive file systems.
Fix some compiler warnings. git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@6141 8ced0084-cf51-0410-be5f-012b33b47a6e
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@ -240,7 +240,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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if (components & (VB_HAS_COL0 << j))
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WRITE(p, "mat = color%d;\n", j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat = color0;\n", j);
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WRITE(p, "mat = color0;\n");
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else
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WRITE(p, "mat = float4(1.0f, 1.0f, 1.0f, 1.0f);\n");
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}
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@ -252,7 +252,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc = color%d;\n", j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc = color0;\n", j);
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WRITE(p, "lacc = color0;\n");
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else
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WRITE(p, "lacc = float4(0.0f, 0.0f, 0.0f, 0.0f);\n");
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}
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@ -270,7 +270,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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if (components & (VB_HAS_COL0<<j))
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WRITE(p, "mat.w = color%d.w;\n", j);
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else if (components & VB_HAS_COL0)
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WRITE(p, "mat.w = color0.w;\n", j);
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WRITE(p, "mat.w = color0.w;\n");
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else WRITE(p, "mat.w = 1.0f;\n");
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}
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else // from color
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@ -283,7 +283,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE api_type)
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if (components & (VB_HAS_COL0<<j) )
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WRITE(p, "lacc.w = color%d.w;\n", j);
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else if (components & VB_HAS_COL0 )
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WRITE(p, "lacc.w = color0.w;\n", j);
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WRITE(p, "lacc.w = color0.w;\n");
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else
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WRITE(p, "lacc.w = 0.0f;\n");
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}
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@ -533,7 +533,7 @@ char *GenerateLightShader(char *p, int index, const LitChannel& chan, const char
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else if (chan.attnfunc == 1)
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{ // specular
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WRITE(p, "ldir = normalize("I_LIGHTS".lights[%d].pos.xyz);\n",index);
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WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index, index);
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WRITE(p, "attn = (dot(_norm0,ldir) > 0.0f) ? max(0.0f, dot(_norm0, "I_LIGHTS".lights[%d].dir.xyz)) : 0.0f;\n", index);
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WRITE(p, "attn = max(0.0f, dot("I_LIGHTS".lights[%d].cosatt.xyz, float3(1,attn,attn*attn))) / dot("I_LIGHTS".lights[%d].distatt.xyz, float3(1,attn,attn*attn));\n", index, index);
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}
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