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authorAnthony <Helios747@users.noreply.github.com>2017-11-21 20:17:18 -0800
committerGitHub <noreply@github.com>2017-11-21 20:17:18 -0800
commit066471be076994ea8538d13e8d6979609193a2de (patch)
tree6be0e38fd495292ee5f5d63471732164254cccac /Source/Core/VideoBackends/Software/TransformUnit.cpp
parentf2f50d4fe5e0f97d36d6d132f40516ad6174601f (diff)
parentefb97598629b96378edd783af82936185d8a99ce (diff)
Merge pull request #4601 from stenzek/celdamage-lighting
ShaderGen: Always calculate lighting for both color channels
Diffstat (limited to 'Source/Core/VideoBackends/Software/TransformUnit.cpp')
-rw-r--r--Source/Core/VideoBackends/Software/TransformUnit.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/Source/Core/VideoBackends/Software/TransformUnit.cpp b/Source/Core/VideoBackends/Software/TransformUnit.cpp
index e9196798fc..5de48f4f05 100644
--- a/Source/Core/VideoBackends/Software/TransformUnit.cpp
+++ b/Source/Core/VideoBackends/Software/TransformUnit.cpp
@@ -321,7 +321,7 @@ static void LightAlpha(const Vec3& pos, const Vec3& normal, u8 lightNum, const L
void TransformColor(const InputVertexData* src, OutputVertexData* dst)
{
- for (u32 chan = 0; chan < xfmem.numChan.numColorChans; chan++)
+ for (u32 chan = 0; chan < NUM_XF_COLOR_CHANNELS; chan++)
{
// abgr
std::array<u8, 4> matcolor;