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SwRasterizer/Lighting: get rid of nested return
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@ -340,16 +340,17 @@ std::tuple<Math::Vec4<u8>, Math::Vec4<u8>> ComputeFragmentsColors(
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diffuse_sum += Math::MakeVec(lighting.global_ambient.ToVec3f(), 0.0f);
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return {Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>(),
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Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>()};
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auto diffuse = Math::MakeVec<float>(MathUtil::Clamp(diffuse_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(diffuse_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>();
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auto specular = Math::MakeVec<float>(MathUtil::Clamp(specular_sum.x, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.y, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.z, 0.0f, 1.0f) * 255,
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MathUtil::Clamp(specular_sum.w, 0.0f, 1.0f) * 255)
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.Cast<u8>();
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return {diffuse, specular};
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}
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MICROPROFILE_DEFINE(GPU_Rasterization, "GPU", "Rasterization", MP_RGB(50, 50, 240));
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