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Fix bug when showing shader IDs in the shader viewer
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parent
8222a66d00
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@ -33,11 +33,12 @@ std::string VertexShaderDesc(const ShaderID &id) {
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// Lights
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if (id.Bit(VS_BIT_LIGHTING_ENABLE)) {
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desc << "Light: ";
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for (int i = 0; i < 4; i++) {
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if (id.Bit(VS_BIT_LIGHT0_ENABLE + i) || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
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desc << i << ": ";
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desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
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}
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}
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for (int i = 0; i < 4; i++) {
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bool enabled = id.Bit(VS_BIT_LIGHT0_ENABLE + i) && id.Bit(VS_BIT_LIGHTING_ENABLE);
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if (enabled || (uvgMode == GE_TEXMAP_ENVIRONMENT_MAP && (ls0 == i || ls1 == i))) {
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desc << i << ": ";
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desc << "c:" << id.Bits(VS_BIT_LIGHT0_COMP + 4 * i, 2) << " t:" << id.Bits(VS_BIT_LIGHT0_TYPE + 4 * i, 2) << " ";
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}
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}
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if (id.Bits(VS_BIT_MATERIAL_UPDATE, 3)) desc << "MatUp:" << id.Bits(VS_BIT_MATERIAL_UPDATE, 3) << " ";
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@ -100,8 +100,6 @@ enum DoLightComputation {
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bool GenerateVulkanGLSLVertexShader(const ShaderID &id, char *buffer, bool *usesLighting) {
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char *p = buffer;
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// #define USE_FOR_LOOP
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WRITE(p, "%s", vulkan_glsl_preamble);
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bool highpFog = false;
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