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Partially revert "Now CG plays nice with this new stuff."
This reverts commit 3943840d5c.
Suppport for old GLSL versions has been dropped, so to make things less ugly we can use a structure for lights again.
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@@ -192,7 +192,8 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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WRITE(p, "%sfloat4 " I_POSNORMALMATRIX"[6] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_POSNORMALMATRIX));
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WRITE(p, "%sfloat4 " I_PROJECTION"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_PROJECTION));
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WRITE(p, "%sfloat4 " I_MATERIALS"[4] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_MATERIALS));
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WRITE(p, "%sfloat4 " I_LIGHTS"[40] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "struct Light { float4 col; float4 cosatt; float4 distatt; float4 pos; float4 dir; };\n");
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WRITE(p, "%sLight " I_LIGHTS"[8] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_LIGHTS));
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WRITE(p, "%sfloat4 " I_TEXMATRICES"[24] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_TEXMATRICES)); // also using tex matrices
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WRITE(p, "%sfloat4 " I_TRANSFORMMATRICES"[64] %s;\n", WriteLocation(ApiType),WriteRegister(ApiType, "c", C_TRANSFORMMATRICES));
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WRITE(p, "%sfloat4 " I_NORMALMATRICES"[32] %s;\n", WriteLocation(ApiType), WriteRegister(ApiType, "c", C_NORMALMATRICES));
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@@ -413,7 +414,7 @@ const char *GenerateVertexShaderCode(u32 components, API_TYPE ApiType)
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if (components & (VB_HAS_NRM1|VB_HAS_NRM2)) {
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// transform the light dir into tangent space
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WRITE(p, "ldir = normalize(" I_LIGHTS"[%d + 3].xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "ldir = normalize(" I_LIGHTS"[%d].pos.xyz - pos.xyz);\n", texinfo.embosslightshift);
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WRITE(p, "o.tex%d.xyz = o.tex%d.xyz + float3(dot(ldir, _norm1), dot(ldir, _norm2), 0.0f);\n", i, texinfo.embosssourceshift);
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}
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else
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