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Don't skip lights that are being used for shade mapping when generating vertex shader IDs
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@@ -58,7 +58,7 @@ struct ShaderID {
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return true;
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}
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int Bit(int bit) const {
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bool Bit(int bit) const {
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return (d[bit >> 5] >> (bit & 31)) & 1;
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}
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// Does not handle crossing 32-bit boundaries
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@@ -140,7 +140,7 @@ void ComputeVertexShaderID(ShaderID *id_out, u32 vertType, bool useHWTransform)
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if (gstate.isLightingEnabled() || doShadeMapping) {
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// Light bits
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for (int i = 0; i < 4; i++) {
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if (gstate.isLightChanEnabled(i)) {
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if (gstate.isLightChanEnabled(i) || (doShadeMapping && (gstate.getUVLS0() == i || gstate.getUVLS1() == i))) {
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id.SetBits(BIT_LIGHT0_COMP + 4 * i, 2, gstate.getLightComputation(i));
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id.SetBits(BIT_LIGHT0_TYPE + 4 * i, 2, gstate.getLightType(i));
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}
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