Fix minor discrepancy in shader ID calculation, I don't think this will fix anything though. Bumping shader cache version and doing minor cleanup too.
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4 changed files with 5 additions and 6 deletions
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@ -207,7 +207,6 @@ void SoftwareTransform(
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float uv[3] = {0, 0, 1};
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float fogCoef = 1.0f;
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// We do software T&L for now
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float out[3];
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float pos[3];
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Vec3f normal(0, 0, 1);
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