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PixelShaderManager: Disable constant cache (won't work in the non-UBO path of the opengl backend).
ShaderGen: Replace typeid usage with more general code.
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@ -28,7 +28,7 @@
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template<class T,class UidType>
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void GenerateLightShader(T& object, int index, int litchan_index, const char* lightsName, int coloralpha)
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{
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#define SetUidField(name, value) if (typeid(T) == typeid(UidType)) { object.GetUidData().name = value; };
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#define SetUidField(name, value) if (&object.GetUidData() != NULL) { object.GetUidData().name = value; };
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const LitChannel& chan = (litchan_index > 1) ? xfregs.alpha[litchan_index-2] : xfregs.color[litchan_index];
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const char* swizzle = "xyzw";
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if (coloralpha == 1 ) swizzle = "xyz";
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