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nv2a: Minor cleanup
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@ -3134,7 +3134,6 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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/* For each texture stage */
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for (i = 0; i < NV2A_MAX_TEXTURES; i++) {
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// char name[32];
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GLint loc;
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/* Bump luminance only during stages 1 - 3 */
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@ -3174,7 +3173,6 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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*(float*)&pg->regs[NV_PGRAPH_FOGPARAM1]);
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}
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float zclip_max = *(float*)&pg->regs[NV_PGRAPH_ZCLIPMAX];
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float zclip_min = *(float*)&pg->regs[NV_PGRAPH_ZCLIPMIN];
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@ -3206,7 +3204,6 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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}
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}
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for (i = 0; i < NV2A_MAX_LIGHTS; i++) {
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GLint loc;
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loc = binding->light_infinite_half_vector_loc[i];
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@ -3252,7 +3249,6 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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glUniformMatrix4fv(binding->inv_viewport_loc,
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1, GL_FALSE, &invViewport[0]);
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}
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}
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/* update vertex program constants */
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@ -3260,7 +3256,6 @@ static void pgraph_shader_update_constants(PGRAPHState *pg,
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if (!pg->vsh_constants_dirty[i] && !binding_changed) continue;
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GLint loc = binding->vsh_constant_loc[i];
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//assert(loc != -1);
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if (loc != -1) {
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glUniform4fv(loc, 1, (const GLfloat*)pg->vsh_constants[i]);
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}
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