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@@ -868,7 +868,7 @@ struct Regs {
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LightSrc light[8];
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LightColor global_ambient; // Emission + (material.ambient * lighting.ambient)
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INSERT_PADDING_WORDS(0x1);
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- BitField<0, 3, u32> num_lights; // Number of enabled lights - 1
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+ BitField<0, 3, u32> max_light_index; // Number of enabled lights - 1
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union {
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BitField<2, 2, LightingFresnelSelector> fresnel_selector;
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@@ -1045,7 +1045,7 @@ struct Regs {
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BitField<48, 12, u64> attribute_mask;
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// number of total attributes minus 1
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- BitField<60, 4, u64> num_extra_attributes;
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+ BitField<60, 4, u64> max_attribute_index;
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};
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inline VertexAttributeFormat GetFormat(int n) const {
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@@ -1076,7 +1076,7 @@ struct Regs {
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}
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inline int GetNumTotalAttributes() const {
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- return (int)num_extra_attributes + 1;
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+ return (int)max_attribute_index + 1;
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}
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// Attribute loaders map the source vertex data to input attributes
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@@ -1214,7 +1214,7 @@ struct Regs {
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union {
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// Number of input attributes to shader unit - 1
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- BitField<0, 4, u32> num_input_attributes;
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+ BitField<0, 4, u32> max_input_attribute_index;
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};
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// Offset to shader program entry point (in words)
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