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Correct GLES2 HW light.
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@ -187,10 +187,12 @@ ShaderCombiner::ShaderCombiner(Combiner & _color, Combiner & _alpha, const gDPCo
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}
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const bool bUseHWLight = config.generalEmulation.enableHWLighting != 0 && GBI.isHWLSupported() && usesShadeColor();
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if (bUseHWLight)
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if (bUseHWLight) {
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strFragmentShader.append(" calc_light(vNumLights, vShadeColor.rgb, input_color); \n");
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else
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m_nInputs |= 1 << HW_LIGHT;
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} else {
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strFragmentShader.append(" input_color = vShadeColor.rgb;\n");
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}
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strFragmentShader.append(" vec_color = vec4(input_color, vShadeColor.a); \n");
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strFragmentShader.append(strCombiner);
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