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Reduced the number of redundant vertex shader compilations (possibly to zero).
That one was almost too easy ;P
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@ -37,7 +37,7 @@ void GetVertexShaderId(VERTEXSHADERUID *uid, u32 components)
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(xfregs.numChan.numColorChans << 27) |
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(xfregs.dualTexTrans.enabled << 29);
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for (int i = 0; i < 2; ++i) {
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for (int i = 0; i < xfregs.numChan.numColorChans; ++i) {
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uid->values[1+i] = xfregs.color[i].enablelighting ?
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(u32)xfregs.color[i].hex :
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(u32)xfregs.color[i].matsource;
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