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Move primLOD uniform variable initialization from UpdateColors to UpdateTextureInfo.
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@ -568,7 +568,6 @@ void GLSLCombiner::UpdateRenderState(bool _bForce) {
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void GLSLCombiner::UpdateColors(bool _bForce) {
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_setV4Uniform(m_uniforms.uEnvColor, &gDP.envColor.r, _bForce);
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_setV4Uniform(m_uniforms.uPrimColor, &gDP.primColor.r, _bForce);
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_setFUniform(m_uniforms.uPrimLod, gDP.primColor.l, _bForce);
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_setV4Uniform(m_uniforms.uFogColor, &gDP.fogColor.r, _bForce);
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_setV4Uniform(m_uniforms.uCenterColor, &gDP.key.center.r, _bForce);
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_setV4Uniform(m_uniforms.uScaleColor, &gDP.key.scale.r, _bForce);
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@ -631,6 +630,7 @@ void GLSLCombiner::UpdateTextureInfo(bool _bForce) {
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}
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}
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_setIV2Uniform(m_uniforms.uCacheFrameBuffer, nFB0, nFB1, _bForce);
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_setFUniform(m_uniforms.uPrimLod, gDP.primColor.l, _bForce);
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}
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void GLSLCombiner::UpdateFBInfo(bool _bForce) {
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