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PixelShader: remove the duplicated ppl constants
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@ -237,11 +237,6 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tint4 " I_FOGCOLOR";\n"
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"\tint4 " I_FOGI";\n"
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"\tfloat4 " I_FOGF"[2];\n"
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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"\tint4 " I_PLIGHT_COLORS"[8];\n"
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"\tfloat4 " I_PLIGHTS"[32];\n"
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"\tint4 " I_PMATERIALS"[4];\n"
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"};\n");
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if (ApiType == API_OPENGL)
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@ -377,9 +372,9 @@ static inline void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_T
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"\tfloat3 ldir, h;\n"
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"\tfloat dist, dist2, attn;\n");
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out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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//out.SetConstantsUsed(C_PLIGHT_COLORS, C_PLIGHT_COLORS+7); // TODO: Can be optimized further
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//out.SetConstantsUsed(C_PLIGHTS, C_PLIGHTS+31); // TODO: Can be optimized further
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//out.SetConstantsUsed(C_PMATERIALS, C_PMATERIALS+3);
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uid_data.components = components;
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHT_COLORS, I_LIGHTS, "colors_", "colors_");
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}
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