This is the terrible bit that can't be removed until we use UBOs in the GLSL shaders.
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0fc755c4df
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8123b137aa
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@ -87,35 +87,35 @@ void PixelShaderManager::SetConstants()
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{
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for (int i = 0; i < 2; ++i)
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{
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if (s_nColorsChanged[i])
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if (s_nColorsChanged[i] || g_ActiveConfig.bUseGLSL)
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{
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int baseind = i ? C_KCOLORS : C_COLORS;
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for (int j = 0; j < 4; ++j)
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{
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if (s_nColorsChanged[i] & (1 << j))
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if (s_nColorsChanged[i] & (1 << j) || g_ActiveConfig.bUseGLSL)
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SetPSConstant4fv(baseind+j, &lastRGBAfull[i][j][0]);
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}
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s_nColorsChanged[i] = 0;
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}
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}
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if (s_nTexDimsChanged)
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if (s_nTexDimsChanged || g_ActiveConfig.bUseGLSL)
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{
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for (int i = 0; i < 8; ++i)
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{
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if (s_nTexDimsChanged & (1<<i))
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if (s_nTexDimsChanged & (1<<i) || g_ActiveConfig.bUseGLSL)
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SetPSTextureDims(i);
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}
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s_nTexDimsChanged = 0;
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}
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if (s_bAlphaChanged)
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if (s_bAlphaChanged || g_ActiveConfig.bUseGLSL)
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{
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SetPSConstant4f(C_ALPHA, (lastAlpha&0xff)/255.0f, ((lastAlpha>>8)&0xff)/255.0f, 0, ((lastAlpha>>16)&0xff)/255.0f);
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s_bAlphaChanged = false;
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}
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if (s_bZTextureTypeChanged)
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if (s_bZTextureTypeChanged || g_ActiveConfig.bUseGLSL)
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{
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float ftemp[4];
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switch (bpmem.ztex2.type)
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@ -137,7 +137,7 @@ void PixelShaderManager::SetConstants()
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s_bZTextureTypeChanged = false;
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}
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if (s_bZBiasChanged || s_bDepthRangeChanged)
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if (s_bZBiasChanged || s_bDepthRangeChanged || g_ActiveConfig.bUseGLSL)
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{
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// reversed gxsetviewport(xorig, yorig, width, height, nearz, farz)
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// [0] = width/2
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@ -153,12 +153,12 @@ void PixelShaderManager::SetConstants()
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}
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// indirect incoming texture scales
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if (s_nIndTexScaleChanged)
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if (s_nIndTexScaleChanged || g_ActiveConfig.bUseGLSL)
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{
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// set as two sets of vec4s, each containing S and T of two ind stages.
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float f[8];
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if (s_nIndTexScaleChanged & 0x03)
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if (s_nIndTexScaleChanged & 0x03 || g_ActiveConfig.bUseGLSL)
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{
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for (u32 i = 0; i < 2; ++i)
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{
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@ -169,7 +169,7 @@ void PixelShaderManager::SetConstants()
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SetPSConstant4fv(C_INDTEXSCALE, f);
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}
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if (s_nIndTexScaleChanged & 0x0c) {
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if (s_nIndTexScaleChanged & 0x0c || g_ActiveConfig.bUseGLSL) {
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for (u32 i = 2; i < 4; ++i) {
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f[2 * i] = bpmem.texscale[1].getScaleS(i & 1);
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f[2 * i + 1] = bpmem.texscale[1].getScaleT(i & 1);
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@ -181,11 +181,11 @@ void PixelShaderManager::SetConstants()
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s_nIndTexScaleChanged = 0;
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}
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if (s_nIndTexMtxChanged)
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if (s_nIndTexMtxChanged || g_ActiveConfig.bUseGLSL)
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{
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for (int i = 0; i < 3; ++i)
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{
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if (s_nIndTexMtxChanged & (1 << i))
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if (s_nIndTexMtxChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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{
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int scale = ((u32)bpmem.indmtx[i].col0.s0 << 0) |
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((u32)bpmem.indmtx[i].col1.s1 << 2) |
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@ -215,13 +215,13 @@ void PixelShaderManager::SetConstants()
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s_nIndTexMtxChanged = 0;
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}
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if (s_bFogColorChanged)
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if (s_bFogColorChanged || g_ActiveConfig.bUseGLSL)
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{
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SetPSConstant4f(C_FOG, bpmem.fog.color.r / 255.0f, bpmem.fog.color.g / 255.0f, bpmem.fog.color.b / 255.0f, 0);
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s_bFogColorChanged = false;
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}
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if (s_bFogParamChanged)
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if (s_bFogParamChanged || g_ActiveConfig.bUseGLSL)
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{
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if(!g_ActiveConfig.bDisableFog)
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{
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@ -237,7 +237,7 @@ void PixelShaderManager::SetConstants()
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s_bFogParamChanged = false;
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}
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if (s_bFogRangeAdjustChanged)
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if (s_bFogRangeAdjustChanged || g_ActiveConfig.bUseGLSL)
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{
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if(!g_ActiveConfig.bDisableFog && bpmem.fogRange.Base.Enabled == 1)
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{
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@ -261,7 +261,7 @@ void PixelShaderManager::SetConstants()
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if (g_ActiveConfig.bEnablePixelLighting && g_ActiveConfig.backend_info.bSupportsPixelLighting) // config check added because the code in here was crashing for me inside SetPSConstant4f
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{
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if (nLightsChanged[0] >= 0)
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if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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@ -297,14 +297,14 @@ void PixelShaderManager::SetConstants()
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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if (nMaterialsChanged)
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if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
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{
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float GC_ALIGNED16(material[4]);
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float NormalizationCoef = 1 / 255.0f;
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for (int i = 0; i < 4; ++i)
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{
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if (nMaterialsChanged & (1 << i))
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if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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{
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u32 data = *(xfregs.ambColor + i);
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@ -184,7 +184,7 @@ void VertexShaderManager::Dirty()
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// TODO: A cleaner way to control the matricies without making a mess in the parameters field
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void VertexShaderManager::SetConstants()
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{
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if (nTransformMatricesChanged[0] >= 0)
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if (nTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nTransformMatricesChanged[0] / 4;
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int endn = (nTransformMatricesChanged[1] + 3) / 4;
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@ -192,7 +192,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant4fv(C_TRANSFORMMATRICES + startn, endn - startn, pstart);
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nTransformMatricesChanged[0] = nTransformMatricesChanged[1] = -1;
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}
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if (nNormalMatricesChanged[0] >= 0)
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if (nNormalMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nNormalMatricesChanged[0] / 3;
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int endn = (nNormalMatricesChanged[1] + 2) / 3;
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@ -201,7 +201,7 @@ void VertexShaderManager::SetConstants()
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nNormalMatricesChanged[0] = nNormalMatricesChanged[1] = -1;
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}
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if (nPostTransformMatricesChanged[0] >= 0)
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if (nPostTransformMatricesChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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int startn = nPostTransformMatricesChanged[0] / 4;
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int endn = (nPostTransformMatricesChanged[1] + 3 ) / 4;
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@ -209,7 +209,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant4fv(C_POSTTRANSFORMMATRICES + startn, endn - startn, pstart);
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}
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if (nLightsChanged[0] >= 0)
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if (nLightsChanged[0] >= 0 || g_ActiveConfig.bUseGLSL)
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{
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// lights don't have a 1 to 1 mapping, the color component needs to be converted to 4 floats
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int istart = nLightsChanged[0] / 0x10;
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@ -245,14 +245,14 @@ void VertexShaderManager::SetConstants()
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nLightsChanged[0] = nLightsChanged[1] = -1;
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}
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if (nMaterialsChanged)
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if (nMaterialsChanged || g_ActiveConfig.bUseGLSL)
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{
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float GC_ALIGNED16(material[4]);
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float NormalizationCoef = 1 / 255.0f;
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for (int i = 0; i < 4; ++i)
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{
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if (nMaterialsChanged & (1 << i))
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if (nMaterialsChanged & (1 << i) || g_ActiveConfig.bUseGLSL)
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{
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u32 data = *(xfregs.ambColor + i);
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@ -268,7 +268,7 @@ void VertexShaderManager::SetConstants()
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nMaterialsChanged = 0;
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}
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if (bPosNormalMatrixChanged)
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if (bPosNormalMatrixChanged || g_ActiveConfig.bUseGLSL)
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{
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bPosNormalMatrixChanged = false;
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@ -279,7 +279,7 @@ void VertexShaderManager::SetConstants()
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SetMultiVSConstant3fv(C_POSNORMALMATRIX + 3, 3, norm);
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}
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if (bTexMatricesChanged[0])
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if (bTexMatricesChanged[0] || g_ActiveConfig.bUseGLSL)
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{
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bTexMatricesChanged[0] = false;
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const float *fptrs[] =
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@ -294,7 +294,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if (bTexMatricesChanged[1])
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if (bTexMatricesChanged[1] || g_ActiveConfig.bUseGLSL)
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{
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bTexMatricesChanged[1] = false;
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const float *fptrs[] = {
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@ -308,7 +308,7 @@ void VertexShaderManager::SetConstants()
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}
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}
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if (bViewportChanged)
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if (bViewportChanged || g_ActiveConfig.bUseGLSL)
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{
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bViewportChanged = false;
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SetVSConstant4f(C_DEPTHPARAMS,
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@ -321,7 +321,7 @@ void VertexShaderManager::SetConstants()
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bProjectionChanged = true;
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}
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if (bProjectionChanged)
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if (bProjectionChanged || g_ActiveConfig.bUseGLSL)
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{
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bProjectionChanged = false;
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