wined3d: Drop unused gl_info parameter from shader_glsl_ffp_vertex_lighting().
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@ -5389,8 +5389,7 @@ static const char *shader_glsl_ffp_mcs(enum wined3d_material_color_source mcs, c
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}
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}
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static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
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static void shader_glsl_ffp_vertex_lighting(struct wined3d_string_buffer *buffer,
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const struct wined3d_ffp_vs_settings *settings, const struct wined3d_gl_info *gl_info,
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const struct wined3d_ffp_vs_settings *settings, BOOL legacy_lighting)
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BOOL legacy_lighting)
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{
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{
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const char *diffuse, *specular, *emissive, *ambient;
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const char *diffuse, *specular, *emissive, *ambient;
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enum wined3d_light_type light_type;
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enum wined3d_light_type light_type;
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@ -5666,7 +5665,7 @@ static GLuint shader_glsl_generate_ffp_vertex_shader(struct wined3d_string_buffe
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else
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else
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shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
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shader_addline(buffer, "vec3 normal = ffp_normal_matrix * ffp_attrib_normal;\n");
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shader_glsl_ffp_vertex_lighting(buffer, settings, gl_info, legacy_lighting);
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shader_glsl_ffp_vertex_lighting(buffer, settings, legacy_lighting);
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for (i = 0; i < MAX_TEXTURES; ++i)
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for (i = 0; i < MAX_TEXTURES; ++i)
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{
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{
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