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SwRasterizer/Lighting: Move the lighting enable check outside the ComputeFragmentsColors function.
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@ -132,9 +132,6 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat,
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const Pica::LightingRegs& lighting, const Math::Quaternion<float>& normquat,
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const Math::Vec3<float>& view) {
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const Math::Vec3<float>& view) {
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if (lighting.disable)
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return {Math::MakeVec<u8>(0, 0, 0, 0), Math::MakeVec<u8>(0, 0, 0, 0)};
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// TODO(Subv): Bump mapping
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// TODO(Subv): Bump mapping
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
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Math::Vec3<float> surface_normal = {0.0f, 0.0f, 1.0f};
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@ -728,11 +725,13 @@ static void ProcessTriangleInternal(const Vertex& v0, const Vertex& v1, const Ve
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regs.texturing.tev_combiner_buffer_color.a,
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regs.texturing.tev_combiner_buffer_color.a,
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};
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};
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Math::Vec4<u8> primary_fragment_color;
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Math::Vec4<u8> primary_fragment_color = {0, 0, 0, 0};
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Math::Vec4<u8> secondary_fragment_color;
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Math::Vec4<u8> secondary_fragment_color = {0, 0, 0, 0};
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std::tie(primary_fragment_color, secondary_fragment_color) =
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if (!g_state.regs.lighting.disable) {
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ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position);
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std::tie(primary_fragment_color, secondary_fragment_color) =
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ComputeFragmentsColors(g_state.regs.lighting, normquat, fragment_position);
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}
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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for (unsigned tev_stage_index = 0; tev_stage_index < tev_stages.size();
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++tev_stage_index) {
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++tev_stage_index) {
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