ShaderGen: Small optimization.

This commit is contained in:
NeoBrainX
2013-03-31 20:55:57 +02:00
parent cdddb26bba
commit 248d56d930
4 changed files with 47 additions and 21 deletions

View File

@ -26,7 +26,7 @@
// uid_data needs to have a struct named lighting_uid
template<class T,class UidDataT>
void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
static void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_index, const char* lightsName, int coloralpha)
{
const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
const char* swizzle = "xyzw";
@ -94,7 +94,7 @@ void GenerateLightShader(T& object, UidDataT& uid_data, int index, int litchan_i
// inColorName is color in vs and colors_ in ps
// dest is o.colors_ in vs and colors_ in ps
template<class T, class UidDataT>
void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
static void GenerateLightingShader(T& object, UidDataT& uid_data, int components, const char* materialsName, const char* lightsName, const char* inColorName, const char* dest)
{
for (unsigned int j = 0; j < xfregs.numChan.numColorChans; j++)
{