summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
-rw-r--r--xc/extras/Mesa/src/shade_tmp.h200
1 files changed, 101 insertions, 99 deletions
diff --git a/xc/extras/Mesa/src/shade_tmp.h b/xc/extras/Mesa/src/shade_tmp.h
index 3de4182be..26cc42015 100644
--- a/xc/extras/Mesa/src/shade_tmp.h
+++ b/xc/extras/Mesa/src/shade_tmp.h
@@ -2,19 +2,19 @@
/*
* Mesa 3-D graphics library
* Version: 3.4
- *
+ *
* Copyright (C) 1999-2000 Brian Paul All Rights Reserved.
- *
+ *
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the "Software"),
* to deal in the Software without restriction, including without limitation
* the rights to use, copy, modify, merge, publish, distribute, sublicense,
* and/or sell copies of the Software, and to permit persons to whom the
* Software is furnished to do so, subject to the following conditions:
- *
+ *
* The above copyright notice and this permission notice shall be included
* in all copies or substantial portions of the Software.
- *
+ *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
@@ -38,7 +38,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
GLuint vstride = VB->Unprojected->stride;
const GLfloat *vertex = VB->Unprojected->start;
- GLuint nstride = VB->NormalPtr->stride;
+ GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = VB->NormalPtr->start;
CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3]) VB->NormalPtr->start;
@@ -49,7 +49,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start;
GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start;
GLubyte (*Fspec)[4] = VB->Spec[0] + VB->Start;
- GLubyte (*Bspec)[4] = VB->Spec[1] + VB->Start;
+ GLubyte (*Bspec)[4] = VB->Spec[1] + VB->Start;
GLubyte *mask = VB->CullMask + VB->Start;
GLubyte *cullmask = mask;
GLuint *flags = VB->Flag + VB->Start;
@@ -68,7 +68,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
if (ctx->Light.ColorMaterialEnabled) {
cm_flags = VERT_RGBA;
- if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
+ if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
gl_clean_color(VB);
CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
@@ -79,20 +79,19 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
VB->ColorPtr = VB->LitColor[0];
VB->Specular = VB->Spec[0];
-
for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL) {
GLfloat sum[2][3], spec[2][3];
struct gl_light *light;
-
- if ( flags[j] & cm_flags )
+
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CULL(*mask) )
+ if ( CULL(*mask) )
continue;
-
+
if (LIGHT_FRONT(*mask)) {
COPY_3V(sum[0], base[0]);
ZERO_3V(spec[0]);
@@ -102,12 +101,12 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
COPY_3V(sum[1], base[1]);
ZERO_3V(spec[1]);
}
-
+
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
GLfloat n_dot_h;
GLfloat correction;
- GLint side;
+ GLint side;
GLfloat contrib[3];
GLfloat attenuation;
GLfloat VP[3]; /* unit vector from vertex to light */
@@ -132,15 +131,15 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
GLfloat invd = 1.0F / d;
SELF_SCALE_SCALAR_3V(VP, invd);
}
-
- attenuation = 1.0F / (light->ConstantAttenuation + d *
- (light->LinearAttenuation + d *
+
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
light->QuadraticAttenuation));
/* spotlight attenuation */
if (light->Flags & LIGHT_SPOT) {
GLfloat PV_dot_dir = - DOT3(VP, light->NormDirection);
-
+
if (PV_dot_dir<light->CosCutoff) {
continue; /* this light makes no contribution */
}
@@ -155,7 +154,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
}
- if (attenuation < 1e-3)
+ if (attenuation < 1e-3)
continue; /* this light makes no contribution */
/* Compute dot product or normal and vector from V to light pos */
@@ -176,13 +175,13 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
else {
if (LIGHT_REAR(*mask)) {
ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]);
- }
+ }
if (!LIGHT_FRONT(*mask)) {
continue;
}
side = 0;
correction = 1;
- }
+ }
/* diffuse term */
COPY_3V(contrib, light->MatAmbient[side]);
@@ -210,7 +209,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
h = light->h_inf_norm;
normalized = 1;
}
-
+
n_dot_h = correction * DOT3(normal, h);
if (n_dot_h > 0.0F) {
@@ -222,7 +221,7 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
n_dot_h /= LEN_SQUARED_3FV( h );
tab = ctx->ShineTable[side+2];
}
-
+
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
if (spec_coef > 1.0e-10) {
@@ -244,11 +243,11 @@ static void TAG(shade_rgba_spec)( struct vertex_buffer *VB )
FLOAT_RGB_TO_UBYTE_RGB( Bspec[j], spec[1] );
Bcolor[j][3] = sumA[1];
}
- }
+ }
- if ( flags[j] & cm_flags )
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
}
@@ -264,7 +263,7 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
GLuint vstride = VB->Unprojected->stride;
const GLfloat *vertex = (GLfloat *)VB->Unprojected->start;
- GLuint nstride = VB->NormalPtr->stride;
+ GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = VB->NormalPtr->start;
CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
@@ -288,7 +287,7 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
if (ctx->Light.ColorMaterialEnabled) {
cm_flags = VERT_RGBA;
- if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
+ if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
gl_clean_color(VB);
CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
@@ -297,31 +296,32 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
VB->ColorPtr = VB->LitColor[0];
VB->Color[0] = VB->LitColor[0];
VB->Color[1] = VB->LitColor[1];
+ VB->Specular = VB->Spec[0];
for ( j=0 ; j<nr ; j++,STRIDE_F(vertex,vstride),NEXT_VERTEX_NORMAL) {
GLfloat sum[2][3];
struct gl_light *light;
- if ( flags[j] & cm_flags )
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CULL(*mask) )
- continue;
+ if ( CULL(*mask) )
+ continue;
COPY_3V(sum[0], base[0]);
-
- if ( NR_SIDES == 2 )
+
+ if ( NR_SIDES == 2 )
COPY_3V(sum[1], base[1]);
-
+
/* Add contribution from each enabled light source */
foreach (light, &ctx->Light.EnabledList) {
GLfloat n_dot_h;
GLfloat correction;
- GLint side;
+ GLint side;
GLfloat contrib[3];
GLfloat attenuation = 1.0;
GLfloat VP[3]; /* unit vector from vertex to light */
@@ -348,8 +348,8 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
SELF_SCALE_SCALAR_3V(VP, invd);
}
- attenuation = 1.0F / (light->ConstantAttenuation + d *
- (light->LinearAttenuation + d *
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
light->QuadraticAttenuation));
/* spotlight attenuation */
@@ -369,8 +369,8 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
}
}
-
- if (attenuation < 1e-3)
+
+ if (attenuation < 1e-3)
continue; /* this light makes no contribution */
@@ -383,7 +383,7 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
ACC_SCALE_SCALAR_3V(sum[0], attenuation, light->MatAmbient[0]);
}
if (!LIGHT_REAR(*mask))
- continue;
+ continue;
side = 1;
correction = -1;
@@ -392,13 +392,13 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
else {
if (LIGHT_REAR(*mask)) {
ACC_SCALE_SCALAR_3V( sum[1], attenuation, light->MatAmbient[1]);
- }
+ }
if (!LIGHT_FRONT(*mask))
- continue;
+ continue;
side = 0;
correction = 1;
- }
-
+ }
+
COPY_3V(contrib, light->MatAmbient[side]);
/* diffuse term */
@@ -423,10 +423,10 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
h = light->h_inf_norm;
normalized = 1;
}
-
+
n_dot_h = correction * DOT3(normal, h);
- if (n_dot_h > 0.0F)
+ if (n_dot_h > 0.0F)
{
GLfloat spec_coef;
struct gl_shine_tab *tab = ctx->ShineTable[side];
@@ -436,7 +436,7 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
n_dot_h /= LEN_SQUARED_3FV( h );
tab = ctx->ShineTable[side+2];
}
-
+
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef );
ACC_SCALE_SCALAR_3V( contrib, spec_coef,
@@ -445,7 +445,7 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
}
ACC_SCALE_SCALAR_3V( sum[side], attenuation, contrib );
- }
+ }
if (LIGHT_FRONT(*mask)) {
FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] );
@@ -456,11 +456,11 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] );
Bcolor[j][3] = sumA[1];
}
- }
+ }
- if ( flags[j] & cm_flags )
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
}
@@ -473,9 +473,9 @@ static void TAG(shade_rgba)( struct vertex_buffer *VB )
static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
- GLuint nstride = VB->NormalPtr->stride;
+ GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = VB->NormalPtr->start;
- CONST GLfloat (*first_normal)[3] =
+ CONST GLfloat (*first_normal)[3] =
(CONST GLfloat (*)[3])VB->NormalPtr->start;
GLubyte (*Fcolor)[4] = (GLubyte (*)[4])VB->LitColor[0]->start;
GLubyte (*Bcolor)[4] = (GLubyte (*)[4])VB->LitColor[1]->start;
@@ -493,7 +493,7 @@ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
(void) first_normal;
(void) nstride;
- if ( flags[j] & VERT_MATERIAL )
+ if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
/* No attenuation, so incoporate MatAmbient into base color.
@@ -515,12 +515,13 @@ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
VB->ColorPtr = VB->LitColor[0];
VB->Color[0] = VB->LitColor[0];
VB->Color[1] = VB->LitColor[1];
+ VB->Specular = VB->Spec[0];
do {
do {
if ( !CULL(*mask) ) {
GLfloat n_dot_VP = DOT3(normal, light->VP_inf_norm);
-
+
COPY_4UBV(Fcolor[j], baseubyte[0]);
if (NR_SIDES == 2) COPY_4UBV(Bcolor[j], baseubyte[1]);
@@ -534,13 +535,13 @@ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
ACC_SCALE_SCALAR_3V(sum, -n_dot_VP, light->MatDiffuse[1]);
ACC_SCALE_SCALAR_3V(sum, spec, light->MatSpecular[1]);
FLOAT_RGB_TO_UBYTE_RGB(Bcolor[j], sum );
- }
+ }
}
} else {
if (LIGHT_FRONT(*mask)) {
GLfloat n_dot_h = DOT3(normal, light->h_inf_norm);
if (n_dot_h > 0.0F) {
- GLfloat spec, sum[3];
+ GLfloat spec, sum[3];
GET_SHINE_TAB_ENTRY( ctx->ShineTable[0], n_dot_h, spec );
COPY_3V(sum, base[0]);
ACC_SCALE_SCALAR_3V(sum, n_dot_VP, light->MatDiffuse[0]);
@@ -549,17 +550,17 @@ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
}
}
}
- }
+ }
j++;
NEXT_NORMAL;
} while ((flags[j] & (VERT_MATERIAL|VERT_END_VB|VERT_NORM)) == VERT_NORM);
-
+
if (COMPACTED) {
GLuint last = j-1;
for ( ; !(flags[j] & (VERT_MATERIAL|VERT_END_VB|VERT_NORM)) ; j++ ) {
COPY_4UBV(Fcolor[j], Fcolor[last]);
- if (NR_SIDES==2)
+ if (NR_SIDES==2)
COPY_4UBV(Bcolor[j], Bcolor[last]);
}
NEXT_NORMAL;
@@ -582,17 +583,17 @@ static void TAG(shade_fast_rgba_single)( struct vertex_buffer *VB )
}
} while (!(flags[j] & VERT_END_VB));
-}
+}
-/* Vertex size doesn't matter - yay!
+/* Vertex size doesn't matter - yay!
*/
static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
{
GLcontext *ctx = VB->ctx;
GLfloat (*base)[3] = ctx->Light.BaseColor;
GLubyte *sumA = ctx->Light.BaseAlpha;
- GLuint nstride = VB->NormalPtr->stride;
+ GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = VB->NormalPtr->start;
CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
GLubyte (*CMcolor)[4] = 0;
@@ -613,26 +614,27 @@ static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
(void) flags;
(void) nstride;
- if (ctx->Light.ColorMaterialEnabled)
+ if (ctx->Light.ColorMaterialEnabled)
{
cm_flags = VERT_RGBA;
- if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
+ if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
gl_clean_color(VB);
CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
- if ( *flags & VERT_RGBA )
+ if ( *flags & VERT_RGBA )
gl_update_color_material( ctx, *CMcolor );
-
+
}
- if ( flags[j] & VERT_MATERIAL )
+ if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
interesting = cm_flags | VERT_MATERIAL | VERT_END_VB | VERT_NORM;
VB->ColorPtr = VB->LitColor[0];
VB->Color[0] = VB->LitColor[0];
VB->Color[1] = VB->LitColor[1];
+ VB->Specular = VB->Spec[0];
do {
do {
@@ -669,14 +671,14 @@ static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
ACC_SCALE_SCALAR_3V(sum[0], n_dot_VP, light->MatDiffuse[0]);
if (!light->IsMatSpecular[0]) continue;
n_dot_h = DOT3(normal, light->h_inf_norm);
- }
-
+ }
+
if (n_dot_h > 0.0F) {
struct gl_shine_tab *tab = ctx->ShineTable[side];
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec );
- ACC_SCALE_SCALAR_3V( sum[side], spec,
+ ACC_SCALE_SCALAR_3V( sum[side], spec,
light->MatSpecular[side]);
- }
+ }
}
if (LIGHT_FRONT(*mask)) {
FLOAT_RGB_TO_UBYTE_RGB( Fcolor[j], sum[0] );
@@ -687,22 +689,22 @@ static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
FLOAT_RGB_TO_UBYTE_RGB( Bcolor[j], sum[1] );
Bcolor[j][3] = sumA[1];
}
- }
+ }
j++;
NEXT_NORMAL;
} while ((flags[j] & interesting) == VERT_NORM);
-
+
if (COMPACTED) {
GLuint last = j-1;
- for ( ; !(flags[j] & interesting) ; j++ )
+ for ( ; !(flags[j] & interesting) ; j++ )
{
COPY_4UBV(Fcolor[j], Fcolor[last]);
if (NR_SIDES==2)
COPY_4UBV(Bcolor[j], Bcolor[last]);
}
-
+
NEXT_NORMAL;
}
@@ -713,7 +715,7 @@ static void TAG(shade_fast_rgba)( struct vertex_buffer *VB )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
} while (!(flags[j] & VERT_END_VB));
-}
+}
@@ -735,7 +737,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
GLcontext *ctx = VB->ctx;
GLuint vstride = VB->Unprojected->stride;
const GLfloat *vertex = (GLfloat *)VB->Unprojected->start;
- GLuint nstride = VB->NormalPtr->stride;
+ GLuint nstride = VB->NormalPtr->stride;
const GLfloat *normal = VB->NormalPtr->start;
CONST GLfloat (*first_normal)[3] = (CONST GLfloat (*)[3])VB->NormalPtr->start;
@@ -767,7 +769,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
if (ctx->Light.ColorMaterialEnabled) {
cm_flags = VERT_RGBA;
- if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
+ if (VB->ColorPtr->flags & VEC_BAD_STRIDE)
gl_clean_color(VB);
CMcolor = (GLubyte (*)[4])VB->ColorPtr->start;
@@ -777,15 +779,15 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
GLfloat diffuse[2], specular[2];
GLuint side = 0;
struct gl_light *light;
-
- if ( flags[j] & cm_flags )
+
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
- if ( CULL(*mask) )
- continue;
+ if ( CULL(*mask) )
+ continue;
diffuse[0] = specular[0] = 0.0F;
@@ -809,7 +811,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
}
else {
GLfloat d; /* distance from vertex to light */
-
+
SUB_3V(VP, light->Position, vertex);
d = LEN_3FV( VP );
@@ -818,8 +820,8 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
SELF_SCALE_SCALAR_3V(VP, invd);
}
- attenuation = 1.0F / (light->ConstantAttenuation + d *
- (light->LinearAttenuation + d *
+ attenuation = 1.0F / (light->ConstantAttenuation + d *
+ (light->LinearAttenuation + d *
light->QuadraticAttenuation));
/* spotlight attenuation */
@@ -838,14 +840,14 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
}
}
- if (attenuation < 1e-3)
+ if (attenuation < 1e-3)
continue; /* this light makes no contribution */
n_dot_VP = DOT3( normal, VP );
/* which side are we lighting? */
if (n_dot_VP < 0.0F) {
- if (!LIGHT_REAR(*mask))
+ if (!LIGHT_REAR(*mask))
continue;
side = 1;
correction = -1;
@@ -862,7 +864,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
/* specular term */
if (!(light->Flags & LIGHT_SPECULAR))
continue;
-
+
if (ctx->Light.Model.LocalViewer) {
GLfloat v[3];
COPY_3V(v, vertex);
@@ -883,7 +885,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
n_dot_h = correction * DOT3(normal, h);
- if (n_dot_h > 0.0F)
+ if (n_dot_h > 0.0F)
{
GLfloat spec_coef;
struct gl_shine_tab *tab = ctx->ShineTable[side];
@@ -893,7 +895,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
n_dot_h /= LEN_SQUARED_3FV( h );
tab = ctx->ShineTable[side+2];
}
-
+
GET_SHINE_TAB_ENTRY( tab, n_dot_h, spec_coef);
specular[side] += spec_coef * light->sli * attenuation;
@@ -915,7 +917,7 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
else {
GLfloat d_a = mat->DiffuseIndex - mat->AmbientIndex;
GLfloat s_a = mat->SpecularIndex - mat->AmbientIndex;
-
+
index = mat->AmbientIndex
+ diffuse[side] * (1.0F-specular[side]) * d_a
+ specular[side] * s_a;
@@ -927,9 +929,9 @@ static void TAG(shade_ci)( struct vertex_buffer *VB )
}
} /*for vertex*/
- if ( flags[j] & cm_flags )
+ if ( flags[j] & cm_flags )
gl_update_color_material( ctx, CMcolor[j] );
-
+
if ( flags[j] & VERT_MATERIAL )
gl_update_material( ctx, new_material[j], new_material_mask[j] );
}
@@ -948,9 +950,9 @@ static void TAG(init_shade_tab)( void )
#undef TAG
#undef INVALID
-#undef IDX
+#undef IDX
#undef LIGHT_FRONT
#undef LIGHT_REAR
#undef LIGHT_SIDE
-#undef NR_SIDES
+#undef NR_SIDES
#undef CULL