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@@ -470,7 +470,6 @@ void LightingShaderConstants::init(GFXShader* shader)
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}
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}
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mLightParamsSC = shader->getShaderConstHandle("$lightParams");
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mLightParamsSC = shader->getShaderConstHandle("$lightParams");
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- mLightSpotParamsSC = shader->getShaderConstHandle("$lightSpotParams");
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// NOTE: These are the shader constants used for doing lighting
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// NOTE: These are the shader constants used for doing lighting
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// during the forward pass. Do not confuse these for the deferred
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// during the forward pass. Do not confuse these for the deferred
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@@ -480,6 +479,7 @@ void LightingShaderConstants::init(GFXShader* shader)
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mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
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mLightAmbientSC = shader->getShaderConstHandle( ShaderGenVars::lightAmbient );
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mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
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mLightConfigDataSC = shader->getShaderConstHandle( ShaderGenVars::lightConfigData);
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mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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mLightSpotDirSC = shader->getShaderConstHandle( ShaderGenVars::lightSpotDir );
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+ mLightSpotParamsSC = shader->getShaderConstHandle(ShaderGenVars::lightSpotParams);
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mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
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mHasVectorLightSC = shader->getShaderConstHandle(ShaderGenVars::hasVectorLight);
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mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
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mVectorLightDirectionSC = shader->getShaderConstHandle(ShaderGenVars::vectorLightDirection);
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