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ShaderGen: Store material uniforms as integers.
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@ -296,7 +296,7 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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DeclareUniform(out, ApiType, C_PLIGHT_COLORS, "int4", I_PLIGHT_COLORS"[8]");
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DeclareUniform(out, ApiType, C_PLIGHTS, "float4", I_PLIGHTS"[32]");
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DeclareUniform(out, ApiType, C_PMATERIALS, "float4", I_PMATERIALS"[4]");
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DeclareUniform(out, ApiType, C_PMATERIALS, "int4", I_PMATERIALS"[4]");
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if (ApiType == API_OPENGL)
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out.Write("};\n");
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