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ShaderGen: Store material uniforms as integers.
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@ -136,7 +136,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("mat = %s[%d];\n", materialsName, j+2);
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object.Write("mat = float4(%s[%d])/255.0;\n", materialsName, j+2);
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}
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uid_data.enablelighting |= xfregs.color[j].enablelighting << j;
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@ -157,7 +157,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("lacc = %s[%d];\n", materialsName, j);
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object.Write("lacc = float4(%s[%d])/255.0;\n", materialsName, j);
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}
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}
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else
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@ -179,7 +179,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("mat.w = %s[%d].w;\n", materialsName, j+2);
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object.Write("mat.w = float(%s[%d].w) / 255.0;\n", materialsName, j+2);
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}
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}
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@ -199,7 +199,7 @@ static void GenerateLightingShader(T& object, LightingUidData& uid_data, int com
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}
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else // from color
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{
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object.Write("lacc.w = %s[%d].w;\n", materialsName, j);
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object.Write("lacc.w = float(%s[%d].w) / 255.0;\n", materialsName, j);
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}
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}
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else
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