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Invert the nesting of specularIsZero and lmode conditions in VS.
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1 changed files with 6 additions and 10 deletions
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@ -1153,22 +1153,18 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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if (enableLighting) {
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WRITE(p, " lightSum0 = clamp(lightSum0, 0.0, 1.0);\n");
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// Sum up ambient, emissive here.
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if (lmode) {
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if (specularIsZero) {
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WRITE(p, " %sv_color0 = lightSum0;\n", compat.vsOutPrefix);
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// v_color1 only exists when lmode = 1.
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if (specularIsZero) {
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WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
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} else {
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WRITE(p, " %sv_color1 = clamp(lightSum1, 0.0, 1.0);\n", compat.vsOutPrefix);
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}
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WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
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} else {
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if (specularIsZero) {
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if (lmode) {
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WRITE(p, " %sv_color0 = lightSum0;\n", compat.vsOutPrefix);
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// v_color1 only exists when lmode = 1.
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WRITE(p, " %sv_color1 = clamp(lightSum1, 0.0, 1.0);\n", compat.vsOutPrefix);
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} else {
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WRITE(p, " %sv_color0 = clamp(lightSum0 + vec4(lightSum1, 0.0), 0.0, 1.0);\n", compat.vsOutPrefix);
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WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
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}
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WRITE(p, " %sv_color1 = splat3(0.0);\n", compat.vsOutPrefix);
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}
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} else {
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// Lighting doesn't affect color.
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