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ShaderGen: Fix per pixel lighting.
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@ -270,7 +270,7 @@ static void GenerateVertexShader(T& out, u32 components, API_TYPE api_type)
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}
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// TODO: This probably isn't necessary if pixel lighting is enabled.
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GenerateLightingShader<T,vertex_shader_uid_data>(out, uid_data, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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GenerateLightingShader<T>(out, uid_data.lighting, components, I_MATERIALS, I_LIGHTS, "color", "o.colors_");
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if (xfregs.numChan.numColorChans < 2)
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{
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