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SIMD refactor
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@@ -44,25 +44,25 @@ CLight CWorldLight::GetAsCGraphicsLight() const
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if (x0_type == EWorldLightType::LocalAmbient)
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{
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float_color *= zeus::CVector3f(q);
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if (float_color.x >= 1.f)
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float_color.x = 1.f;
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if (float_color.x() >= 1.f)
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float_color.x() = 1.f;
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if (float_color.y >= 1.f)
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float_color.y = 1.f;
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if (float_color.y() >= 1.f)
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float_color.y() = 1.f;
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if (float_color.z >= 1.f)
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float_color.z = 1.f;
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if (float_color.z() >= 1.f)
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float_color.z() = 1.f;
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return CLight::BuildLocalAmbient(x10_position, zeus::CColor(float_color.x, float_color.y, float_color.z, 1.f));
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return CLight::BuildLocalAmbient(x10_position, zeus::CColor(float_color.x(), float_color.y(), float_color.z(), 1.f));
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}
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else if (x0_type == EWorldLightType::Directional)
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{
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return CLight::BuildDirectional(x1c_direction, zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f});
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return CLight::BuildDirectional(x1c_direction, zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f});
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}
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else if (x0_type == EWorldLightType::Spot)
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{
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CLight light = CLight::BuildSpot(x10_position, x1c_direction.normalized(),
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zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, x2c_cutoffAngle * .5f);
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, x2c_cutoffAngle * .5f);
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float c, l, q;
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std::tie(c, l, q) = CalculateLightFalloff(x3c_falloff, x28_q);
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@@ -73,7 +73,7 @@ CLight CWorldLight::GetAsCGraphicsLight() const
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float distC, distL, distQ;
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std::tie(distC, distL, distQ) = CalculateLightFalloff(x3c_falloff, x28_q);
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return CLight::BuildCustom(x10_position, zeus::CVector3f{0.f, 1.f, 0.f},
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zeus::CColor{x4_color.x, x4_color.y, x4_color.z, 1.f}, distC, distL, distQ, 1.f, 0.f,
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zeus::CColor{x4_color.x(), x4_color.y(), x4_color.z(), 1.f}, distC, distL, distQ, 1.f, 0.f,
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0.f);
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}
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}
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