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Fix some mistakes from the master merge; some cleanups.
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@ -80,11 +80,6 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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_assert_(bpmem.genMode.numcolchans == xfregs.numChan.numColorChans);
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bool is_d3d = (api_type & API_D3D9 || api_type == API_D3D11);
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u32 lightMask = 0;
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if (xfregs.numChan.numColorChans > 0)
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lightMask |= xfregs.color[0].GetFullLightMask() | xfregs.alpha[0].GetFullLightMask();
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if (xfregs.numChan.numColorChans > 1)
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lightMask |= xfregs.color[1].GetFullLightMask() | xfregs.alpha[1].GetFullLightMask();
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// uniforms
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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@ -112,7 +107,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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{
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out.Write("ATTRIN float4 rawpos; // ATTR%d,\n", SHADER_POSITION_ATTRIB);
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if (components & VB_HAS_POSMTXIDX)
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out.Write("ATTRIN float posmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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out.Write("ATTRIN float fposmtx; // ATTR%d,\n", SHADER_POSMTX_ATTRIB);
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if (components & VB_HAS_NRM0)
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out.Write("ATTRIN float3 rawnorm0; // ATTR%d,\n", SHADER_NORM0_ATTRIB);
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if (components & VB_HAS_NRM1)
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