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LightingShader: Drop xfmem usage.
Our shaders must only depend on the UID, not on any global state.
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@@ -250,7 +250,8 @@ ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_da
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out.Write("o.colors_0 = float4(1.0, 1.0, 1.0, 1.0);\n");
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}
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, "color", "o.colors_");
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GenerateLightingShaderCode(out, uid_data->lighting, uid_data->components, uid_data->numColorChans,
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"color", "o.colors_");
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if (uid_data->numColorChans < 2)
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{
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