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First steps of making the pixel shader uid struct more compact.
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@ -199,22 +199,21 @@ static void DeclareUniform(T& object, API_TYPE api_type, bool using_ubos, const
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object.Write(";\n");
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}
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#pragma pack(4)
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/**
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* Common uid data used for shader generators that use lighting calculations.
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* Expected to be stored as a member called "lighting".
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*/
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struct LightingUidData
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{
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struct
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{
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u32 matsource : 1;
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u32 enablelighting : 1;
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u32 ambsource : 1;
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u32 diffusefunc : 2;
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u32 attnfunc : 2;
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u32 light_mask : 8;
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} lit_chans[4];
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u32 matsource : 4; // 4x1 bit
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u32 enablelighting : 4; // 4x1 bit
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u32 ambsource : 4; // 4x1 bit
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u32 diffusefunc : 8; // 4x2 bits
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u32 attnfunc : 8; // 4x2 bits
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u32 light_mask : 32; // 4x8 bits
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};
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#pragma pack()
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/**
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* Checks if there has been
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