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ShaderGen: Store material uniforms as integers.
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@ -326,10 +326,10 @@ void PixelShaderManager::SetMaterialColorChanged(int index, u32 color)
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{
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting)
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{
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constants.pmaterials[index][0] = ((color >> 24) & 0xFF) / 255.0f;
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constants.pmaterials[index][1] = ((color >> 16) & 0xFF) / 255.0f;
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constants.pmaterials[index][2] = ((color >> 8) & 0xFF) / 255.0f;
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constants.pmaterials[index][3] = ( color & 0xFF) / 255.0f;
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constants.pmaterials[index][0] = (color >> 24) & 0xFF;
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constants.pmaterials[index][1] = (color >> 16) & 0xFF;
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constants.pmaterials[index][2] = (color >> 8) & 0xFF;
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constants.pmaterials[index][3] = (color) & 0xFF;
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dirty = true;
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}
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}
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