Vec4: Rename 'xyzHasEffect()' to something that makes sense
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					 2 changed files with 4 additions and 4 deletions
				
			
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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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