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wined3d: Use ffp_normalize in shader_glsl_ffp_vertex_lighting.
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@ -8913,7 +8913,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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shader_addline(buffer, "}\n");
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continue;
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}
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shader_addline(buffer, "dir = normalize(dir);\n");
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shader_addline(buffer, "dir = ffp_normalize(dir);\n");
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shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
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shader_addline(buffer, "}\n");
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}
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@ -8934,8 +8934,8 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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{
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shader_addline(buffer, "if (dst.y <= ffp_light[%u].range)\n{\n", idx);
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}
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shader_addline(buffer, "dir = normalize(dir);\n");
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shader_addline(buffer, "t = dot(-dir, normalize(ffp_light[%u].direction));\n", idx);
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shader_addline(buffer, "dir = ffp_normalize(dir);\n");
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shader_addline(buffer, "t = dot(-dir, ffp_normalize(ffp_light[%u].direction));\n", idx);
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shader_addline(buffer, "if (t > ffp_light[%u].cos_htheta) att = 1.0;\n", idx);
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shader_addline(buffer, "else if (t <= ffp_light[%u].cos_hphi) att = 0.0;\n", idx);
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shader_addline(buffer, "else att = pow((t - ffp_light[%u].cos_hphi)"
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@ -8965,7 +8965,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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if (!settings->normal)
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continue;
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shader_addline(buffer, "att = 1.0;\n");
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shader_addline(buffer, "dir = normalize(ffp_light[%u].direction.xyz);\n", idx);
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shader_addline(buffer, "dir = ffp_normalize(ffp_light[%u].direction.xyz);\n", idx);
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shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
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}
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@ -8975,7 +8975,7 @@ static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer
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if (!settings->normal)
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continue;
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shader_addline(buffer, "att = 1.0;\n");
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shader_addline(buffer, "dir = normalize(ffp_light[%u].position.xyz);\n", idx);
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shader_addline(buffer, "dir = ffp_normalize(ffp_light[%u].position.xyz);\n", idx);
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shader_glsl_ffp_vertex_lighting_footer(buffer, settings, idx, legacy_lighting);
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}
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