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Windows fixes
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@@ -111,8 +111,8 @@ std::string HLSL::makeVert(unsigned col, unsigned uv, unsigned w,
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if (s)
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{
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/* skinned */
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retval += " vec4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
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" vec4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
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retval += " float4 posAccum = float4(0.0,0.0,0.0,0.0);\n"
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" float4 normAccum = float4(0.0,0.0,0.0,0.0);\n";
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for (size_t i=0 ; i<s ; ++i)
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retval += hecl::Format(" posAccum += mul(mv[%" PRISize "], float4(v.posIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n"
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" normAccum += mul(mvInv[%" PRISize "], float4(v.normIn, 1.0)) * v.weightIn[%" PRISize "][%" PRISize "];\n",
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@@ -169,7 +169,7 @@ std::string HLSL::makeFrag(const ShaderFunction& lighting) const
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if (lighting.m_entry)
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retval += hecl::Format(" float4 lighting = %s();\n", lighting.m_entry);
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else
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retval += " float4 lighting = vec4(1.0,1.0,1.0,1.0);\n";
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retval += " float4 lighting = float4(1.0,1.0,1.0,1.0);\n";
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}
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unsigned sampIdx = 0;
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