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ShaderGen: Store material uniforms as integers.
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@ -295,10 +295,10 @@ void VertexShaderManager::SetConstants()
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if (nMaterialsChanged & (1 << i))
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{
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u32 data = *(xfregs.ambColor + i);
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constants.materials[i][0] = ((data >> 24) & 0xFF) / 255.0f;
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constants.materials[i][1] = ((data >> 16) & 0xFF) / 255.0f;
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constants.materials[i][2] = ((data >> 8) & 0xFF) / 255.0f;
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constants.materials[i][3] = ( data & 0xFF) / 255.0f;
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constants.materials[i][0] = (data >> 24) & 0xFF;
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constants.materials[i][1] = (data >> 16) & 0xFF;
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constants.materials[i][2] = (data >> 8) & 0xFF;
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constants.materials[i][3] = data & 0xFF;
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}
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}
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@ -307,10 +307,10 @@ void VertexShaderManager::SetConstants()
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if (nMaterialsChanged & (1 << (i + 2)))
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{
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u32 data = *(xfregs.matColor + i);
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constants.materials[i+2][0] = ((data >> 24) & 0xFF) / 255.0f;
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constants.materials[i+2][1] = ((data >> 16) & 0xFF) / 255.0f;
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constants.materials[i+2][2] = ((data >> 8) & 0xFF) / 255.0f;
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constants.materials[i+2][3] = ( data & 0xFF) / 255.0f;
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constants.materials[i+2][0] = (data >> 24) & 0xFF;
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constants.materials[i+2][1] = (data >> 16) & 0xFF;
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constants.materials[i+2][2] = (data >> 8) & 0xFF;
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constants.materials[i+2][3] = data & 0xFF;
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}
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}
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dirty = true;
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