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GPU: Don't bother with fog uniform in sw transform.
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commit
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1 changed files with 6 additions and 3 deletions
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@ -310,7 +310,8 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, "float u_rotation : register(c%i);\n", CONST_VS_ROTATION);
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}
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WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
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if (useHWTransform)
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WRITE(p, "vec2 u_fogcoef : register(c%i);\n", CONST_VS_FOGCOEF);
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if (useHWTransform || !hasColor)
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WRITE(p, "vec4 u_matambientalpha : register(c%i);\n", CONST_VS_MATAMBIENTALPHA); // matambient + matalpha
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@ -581,8 +582,10 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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WRITE(p, "uniform lowp vec4 u_matambientalpha;\n"); // matambient + matalpha
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*uniformMask |= DIRTY_MATAMBIENTALPHA;
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}
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WRITE(p, "uniform highp vec2 u_fogcoef;\n");
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*uniformMask |= DIRTY_FOGCOEFENABLE;
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if (useHWTransform) {
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WRITE(p, "uniform highp vec2 u_fogcoef;\n");
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*uniformMask |= DIRTY_FOGCOEFENABLE;
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}
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if (!isModeThrough) {
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WRITE(p, "uniform highp vec4 u_depthRange;\n");
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