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GLES: More uint const paranoia.
We don't use indexing on GLES now, but better to stay consistent.
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@ -1030,11 +1030,11 @@ bool GenerateVertexShader(const VShaderID &id, char *buffer, const ShaderLanguag
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for (int i = 0; i < count; i++) {
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snprintf(iStr, sizeof(iStr), useIndexing ? "[i]" : "%d", i);
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if (useIndexing) {
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p.C(" if ((u_lightControl & (1u << i)) != 0x0u) { \n");
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p.C(" comp = (u_lightControl >> uint(4u + 4u * i)) & 0x3u;\n");
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p.C(" type = (u_lightControl >> uint(4u + 4u * i + 2u)) & 0x3u;\n");
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p.C(" if ((u_lightControl & (0x1u << i)) != 0x0u) { \n");
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p.C(" comp = (u_lightControl >> uint(0x4u + 0x4u * i)) & 0x3u;\n");
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p.C(" type = (u_lightControl >> uint(0x4u + 0x4u * i + 0x2u)) & 0x3u;\n");
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} else {
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p.F(" if ((u_lightControl & %du) != 0x0u) { \n", 1 << i);
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p.F(" if ((u_lightControl & 0x%xu) != 0x0u) { \n", 1 << i);
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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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}
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