OpenGL: Set shader_dirty on lighting changes
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30a01584f2
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@ -380,6 +380,17 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncCombinerColor();
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SyncCombinerColor();
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break;
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break;
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// Fragment lighting switches
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case PICA_REG_INDEX(lighting.disable):
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case PICA_REG_INDEX(lighting.num_lights):
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case PICA_REG_INDEX(lighting.config0):
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case PICA_REG_INDEX(lighting.config1):
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case PICA_REG_INDEX(lighting.abs_lut_input):
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case PICA_REG_INDEX(lighting.lut_input):
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case PICA_REG_INDEX(lighting.lut_scale):
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case PICA_REG_INDEX(lighting.light_enable):
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break;
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// Fragment lighting specular 0 color
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// Fragment lighting specular 0 color
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].specular_0, 0x140 + 0 * 0x10):
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SyncLightSpecular0(0);
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SyncLightSpecular0(0);
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@ -518,6 +529,18 @@ void RasterizerOpenGL::NotifyPicaRegisterChanged(u32 id) {
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SyncLightPosition(7);
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SyncLightPosition(7);
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break;
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break;
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// Fragment lighting light source config
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].config, 0x149 + 0 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[1].config, 0x149 + 1 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[2].config, 0x149 + 2 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[3].config, 0x149 + 3 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[4].config, 0x149 + 4 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[5].config, 0x149 + 5 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[6].config, 0x149 + 6 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[7].config, 0x149 + 7 * 0x10):
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shader_dirty = true;
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break;
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// Fragment lighting distance attenuation bias
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// Fragment lighting distance attenuation bias
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
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case PICA_REG_INDEX_WORKAROUND(lighting.light[0].dist_atten_bias, 0x014A + 0 * 0x10):
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SyncLightDistanceAttenuationBias(0);
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SyncLightDistanceAttenuationBias(0);
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