Vec4: Rename 'xyzHasEffect()' to something that makes sense
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6e176a454c
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@ -61,7 +61,7 @@ struct Vec4
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return (x == other.x && y == other.y && z == other.z && w == other.w);
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return (x == other.x && y == other.y && z == other.z && w == other.w);
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}
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}
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bool xyzHasEffect() const
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bool xyzNotNull() const
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{
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{
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return (x != 0.0 || y != 0.0 || z != 0.0);
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return (x != 0.0 || y != 0.0 || z != 0.0);
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}
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}
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@ -174,7 +174,7 @@ public:
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const IntRect &viewpRect = glState.scissorBox.get();
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const IntRect &viewpRect = glState.scissorBox.get();
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const IntRect &screenRect = geometry.rect;
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const IntRect &screenRect = geometry.rect;
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const bool toneRGBEffect = t.xyzHasEffect();
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const bool toneRGBEffect = t.xyzNotNull();
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const bool toneGrayEffect = t.w != 0;
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const bool toneGrayEffect = t.w != 0;
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const bool colorEffect = c.w > 0;
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const bool colorEffect = c.w > 0;
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const bool flashEffect = f.w > 0;
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const bool flashEffect = f.w > 0;
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@ -240,7 +240,7 @@ public:
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/* Then apply them using hardware blending */
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/* Then apply them using hardware blending */
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gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE);
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gl.BlendFuncSeparate(GL_ONE, GL_ONE, GL_ZERO, GL_ONE);
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if (add.xyzHasEffect())
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if (add.xyzNotNull())
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{
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{
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gl.BlendEquation(GL_FUNC_ADD);
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gl.BlendEquation(GL_FUNC_ADD);
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shader.setColor(add);
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shader.setColor(add);
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@ -248,7 +248,7 @@ public:
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screenQuad.draw();
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screenQuad.draw();
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}
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}
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if (sub.xyzHasEffect())
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if (sub.xyzNotNull())
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{
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{
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gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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gl.BlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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shader.setColor(sub);
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shader.setColor(sub);
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