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Fix error in vertex shader compiler - no uniform called u_matambient
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@ -292,7 +292,7 @@ void GenerateVertexShader(int prim, char *buffer) {
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}
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// TODO: Declare variables for dots for shade mapping if needed.
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const char *ambient = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "vec4(u_matambient, 1.0)";
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const char *ambient = (gstate.materialupdate & 1) ? (hasColor ? "a_color0" : "u_matambientalpha") : "u_matambientalpha";
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const char *diffuse = (gstate.materialupdate & 2) ? "unlitColor" : "u_matdiffuse";
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const char *specular = (gstate.materialupdate & 4) ? "unlitColor" : "u_matspecular.rgb";
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@ -251,7 +251,6 @@ struct GPUStateCache
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float vpWidth;
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float vpHeight;
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u32 getRelativeAddress(u32 data) const;
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};
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