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Run code through the advanced tool 'sed' to remove trailing whitespace.
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@ -197,16 +197,16 @@ void VertexShaderManager::Shutdown()
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void VertexShaderManager::Dirty()
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{
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nTransformMatricesChanged[0] = 0;
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nTransformMatricesChanged[0] = 0;
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nTransformMatricesChanged[1] = 256;
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nNormalMatricesChanged[0] = 0;
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nNormalMatricesChanged[1] = 96;
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nPostTransformMatricesChanged[0] = 0;
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nPostTransformMatricesChanged[0] = 0;
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nPostTransformMatricesChanged[1] = 256;
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nLightsChanged[0] = 0;
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nLightsChanged[0] = 0;
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nLightsChanged[1] = 0x80;
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bPosNormalMatrixChanged = true;
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@ -216,7 +216,7 @@ void VertexShaderManager::Dirty()
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bProjectionChanged = true;
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nMaterialsChanged = 15;
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dirty = true;
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}
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@ -304,7 +304,7 @@ void VertexShaderManager::SetConstants()
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constants.materials[i][3] = ( data & 0xFF) / 255.0f;
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}
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}
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for (int i = 0; i < 2; ++i)
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{
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if (nMaterialsChanged & (1 << (i + 2)))
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@ -338,7 +338,7 @@ void VertexShaderManager::SetConstants()
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if (bTexMatricesChanged[0])
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{
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bTexMatricesChanged[0] = false;
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const float *fptrs[] =
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const float *fptrs[] =
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{
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(const float *)xfmem + MatrixIndexA.Tex0MtxIdx * 4, (const float *)xfmem + MatrixIndexA.Tex1MtxIdx * 4,
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(const float *)xfmem + MatrixIndexA.Tex2MtxIdx * 4, (const float *)xfmem + MatrixIndexA.Tex3MtxIdx * 4
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@ -386,7 +386,7 @@ void VertexShaderManager::SetConstants()
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if (bProjectionChanged)
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{
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bProjectionChanged = false;
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float *rawProjection = xfregs.projection.rawProjection;
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switch(xfregs.projection.type)
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