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GLES: Avoid GLSL redefinition error.
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@@ -1029,10 +1029,12 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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// TODO: Actually loop in the shader. For now, we write it all out.
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// Will need to change how the data is stored to loop efficiently.
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// u_lightControl is computed in PackLightControlBits().
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p.F(" uint comp;");
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p.F(" uint type;");
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for (int i = 0; i < 4; i++) {
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p.F(" if ((u_lightControl & %du) != 0x0u) { \n", 1 << i);
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p.F(" uint comp = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i);
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p.F(" uint type = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i + 2);
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p.F(" comp = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i);
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p.F(" type = (u_lightControl >> 0x%02xu) & 0x3u;\n", 4 + 4 * i + 2);
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p.C(" if (type == 0x0u) {\n"); // GE_LIGHTTYPE_DIRECTIONAL
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p.F(" toLight = u_lightpos%d;\n", i);
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p.C(" } else {\n");
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