Fix compiler warnings
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@ -24,9 +24,9 @@ namespace video
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"; c0-3: Transposed world matrix \n"\
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"; c0-3: Transposed world matrix \n"\
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"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
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"; c8-11: Transposed worldViewProj matrix (Projection * View * World) \n"\
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"; c12: Light01 position \n"\
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"; c12: Light01 position \n"\
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"; c13: x,y,z: Light01 color; .w: 1/LightRadius² \n"\
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"; c13: x,y,z: Light01 color; .w: 1/LightRadius^2 \n"\
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"; c14: Light02 position \n"\
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"; c14: Light02 position \n"\
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"; c15: x,y,z: Light02 color; .w: 1/LightRadius² \n"\
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"; c15: x,y,z: Light02 color; .w: 1/LightRadius^2 \n"\
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"vs.1.1\n"\
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"vs.1.1\n"\
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"dcl_position v0 ; position \n"\
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"dcl_position v0 ; position \n"\
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"dcl_normal v1 ; normal \n"\
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"dcl_normal v1 ; normal \n"\
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@ -65,13 +65,13 @@ namespace video
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"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
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"mad oT3.xyz, r9.xyz, c95, c95 ; move light vector 2 from -1..1 into 0..1 \n"\
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"\n"\
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"\n"\
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" ; calculate attenuation of light 1 \n"\
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" ; calculate attenuation of light 1 \n"\
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"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x² + r2.y² + r2.z² \n"\
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"dp3 r2.x, r2.xyz, r2.xyz ; r2.x = r2.x^2 + r2.y^2 + r2.z^2 \n"\
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"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
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"mul r2.x, r2.x, c13.w ; r2.x * attenutation \n"\
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"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"rsq r2, r2.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
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"mul oD0, r2, c13 ; resulting light color = lightcolor * attenuation \n"\
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"\n"\
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"\n"\
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" ; calculate attenuation of light 2 \n"\
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" ; calculate attenuation of light 2 \n"\
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"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x² + r3.y² + r3.z² \n"\
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"dp3 r3.x, r3.xyz, r3.xyz ; r3.x = r3.x^2 + r3.y^2 + r3.z^2 \n"\
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"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
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"mul r3.x, r3.x, c15.w ; r2.x * attenutation \n"\
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"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"rsq r3, r3.x ; r2.xyzw = 1/sqrt(r2.x * attenutation)\n"\
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"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
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"mul oD1, r3, c15 ; resulting light color = lightcolor * attenuation \n"\
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