Remove a few unused variables.
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07806eb836
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@ -450,7 +450,6 @@ struct Shader
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static FORCEINLINE void alphaBlend(FragmentColor & dst, const FragmentColor & src)
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{
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u8 dstAlpha = dst.a;
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if(gfx3d.enableAlphaBlending)
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{
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if(src.a == 0 || dst.a == 0)
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@ -979,8 +978,6 @@ static void SoftRastFramebufferProcess()
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// - the character edges in-level are clearly smoothed/transparent, but show well through shield powerups
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if(gfx3d.enableEdgeMarking)
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{
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u8 clearPolyid = ((gfx3d.clearColor>>24)&0x3F);
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//TODO - need to test and find out whether these get grabbed at flush time, or at render time
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//we can do this by rendering a 3d frame and then freezing the system, but only changing the edge mark colors
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FragmentColor edgeMarkColors[8];
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@ -1333,7 +1330,6 @@ static void SoftRastRender()
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fogTable[i] = fogDensity[0];
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goto done;
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} else {
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int lastValue = value - increment;
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fogTable[i] = ((value-i)*fogDensity[j-1] + (increment-(value-i))*fogDensity[j])/increment;
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goto done;
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}
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