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LightingShaderGen: Use a float4 array for lights instead of a struct (uniform management in the non-UBO path is a mess otherwise).
Also fix a small bug (cf. revision 154c533e76
).
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@ -338,8 +338,7 @@ void GeneratePixelShader(T& out, DSTALPHA_MODE dstAlphaMode, API_TYPE ApiType, u
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out.Write("\t%sfloat4 " I_FOG"[3] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_FOG));
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// For pixel lighting - TODO: Should only be defined when per pixel lighting is enabled!
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out.Write("struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
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out.Write("\t%sLight " I_PLIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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out.Write("\t%sfloat4 " I_PLIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PLIGHTS));
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out.Write("\t%sfloat4 " I_PMATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PMATERIALS));
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if (g_ActiveConfig.backend_info.bSupportsGLSLUBO)
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