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display: fix fallback of SMO_light_source_i_packed shader input
This is not actually used by anything, but we might as well ensure that it's set to something sensible
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@ -1611,11 +1611,17 @@ fetch_specified_part(Shader::ShaderMatInput part, InternalName *name,
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// Apply the default OpenGL lights otherwise.
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// Special exception for light 0, which defaults to white.
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if (i == 0) {
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into[0].set_row(0, LVecBase4(1, 1, 1, 1));
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into[0].set(1, 1, 1, 1,
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1, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0);
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++i;
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}
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for (; i < (size_t)count; ++i) {
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fetch_specified_member(NodePath(), name, into[i]);
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into[i].set(0, 0, 0, 0,
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1, 0, 0, 0,
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0, 0, 0, 0,
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0, 0, 0, 0);
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}
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return;
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}
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