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D3D / VideoCommon: generate HLSL from SPIRV
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@ -77,8 +77,7 @@ void WriteVertexLighting(ShaderCode& out, APIType api_type, std::string_view wor
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std::string_view out_color_1_var)
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{
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out.Write("// Lighting\n");
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out.Write("{}for (uint chan = 0u; chan < {}u; chan++) {{\n",
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api_type == APIType::D3D ? "[loop] " : "", NUM_XF_COLOR_CHANNELS);
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out.Write("for (uint chan = 0u; chan < {}u; chan++) {{\n", NUM_XF_COLOR_CHANNELS);
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out.Write(" uint colorreg = xfmem_color(chan);\n"
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" uint alphareg = xfmem_alpha(chan);\n"
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" int4 mat = " I_MATERIALS "[chan + 2u]; \n"
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