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ShaderGen: Use u8 as uid storage base type. Fixes an off-by-one error introduced in revision bdc28106ee
that caused some lighting issues.
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@ -67,11 +67,9 @@ const s_svar VSVar_Loc[] = { {I_POSNORMALMATRIX, C_POSNORMALMATRIX, 6 },
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struct vertex_shader_uid_data
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{
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u32 NumValues() const { return num_values; }
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u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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u32 components;
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u32 num_values : 16; // TODO: u8 might be enough, actually
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u32 numColorChans : 2;
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u32 numTexGens : 4;
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