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Graphics/Shaders: Use std::array where applicable
Makes the arrays strongly typed and impervious to array->pointer decay. This also allows simplifying some operations (such as being able to call fill() instead of needing to use std::fill, etc).
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@@ -59,14 +59,14 @@ public:
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zeus::CVector3f pos;
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zeus::CVector3f dir;
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zeus::CColor color = zeus::skClear;
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float linAtt[4] = {1.f, 0.f, 0.f};
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float angAtt[4] = {1.f, 0.f, 0.f};
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std::array<float, 4> linAtt{1.f, 0.f, 0.f};
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std::array<float, 4> angAtt{1.f, 0.f, 0.f};
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};
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struct LightingUniform {
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Light lights[URDE_MAX_LIGHTS];
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std::array<Light, URDE_MAX_LIGHTS> lights;
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zeus::CColor ambient;
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zeus::CColor colorRegs[3];
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std::array<zeus::CColor, 3> colorRegs;
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zeus::CColor mulColor;
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zeus::CColor addColor;
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CGraphics::CFogState fog;
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