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[GPU/Common/DX9/GLES/Software] Object out of scope optimization for better codegeneration (lower level scope)
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@@ -281,10 +281,11 @@ static inline float Dot33(const Vec3f &a, const Vec3f &b) {
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template <bool useSSE4>
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static void ProcessSIMD(VertexData &vertex, const WorldCoords &worldpos, const WorldCoords &worldnormal, const State &state) {
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// Lighting blending rounds using the half offset method (like alpha blend.)
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const Vec4<int> ones = Vec4<int>::AssignToAll(1);
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Vec4<int> colorFactor;
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if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular)
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if (state.colorForAmbient || state.colorForDiffuse || state.colorForSpecular) {
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const Vec4<int> ones = Vec4<int>::AssignToAll(1);
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colorFactor = LightColorFactor(vertex.color0, ones);
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}
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Vec4<int> mec = Vec4<int>::FromRGBA(gstate.getMaterialEmissive());
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