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materialsystem/stdshaders: restore original vertexlit_and_unlit_generic and skin shaders to work with steam resources( fixes #75 )
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@@ -180,8 +180,7 @@ BEGIN_VS_SHADER( DecalModulate_dx9,
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{
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DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs20 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
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@@ -209,8 +208,7 @@ BEGIN_VS_SHADER( DecalModulate_dx9,
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DECLARE_DYNAMIC_VERTEX_SHADER( vertexlit_and_unlit_generic_vs30 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DYNAMIC_LIGHT, 0 ); // Use simplest possible vertex lighting, since ps is so simple
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_VERTEX, 0 ); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT_LIGHTMAP, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( STATIC_LIGHT, 0); //
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SET_DYNAMIC_VERTEX_SHADER_COMBO( DOWATERFOG, fogIndex );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( SKINNING, pShaderAPI->GetCurrentNumBones() > 0 );
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SET_DYNAMIC_VERTEX_SHADER_COMBO( LIGHTING_PREVIEW, 0 );
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