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nv2a: Drop unused ShaderState field material_alpha
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hw/xbox/nv2a/pgraph.c

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@@ -4471,7 +4471,6 @@ static void pgraph_bind_shaders(PGRAPHState *pg)
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state.ambient_src = (enum MaterialColorSource)GET_MASK(pg->regs[NV_PGRAPH_CSV0_C], NV_PGRAPH_CSV0_C_AMBIENT);
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state.diffuse_src = (enum MaterialColorSource)GET_MASK(pg->regs[NV_PGRAPH_CSV0_C], NV_PGRAPH_CSV0_C_DIFFUSE);
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state.specular_src = (enum MaterialColorSource)GET_MASK(pg->regs[NV_PGRAPH_CSV0_C], NV_PGRAPH_CSV0_C_SPECULAR);
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state.material_alpha = pg->material_alpha;
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}
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/* vertex program stuff */

hw/xbox/nv2a/shaders.h

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@@ -78,8 +78,6 @@ typedef struct ShaderState {
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enum MaterialColorSource diffuse_src;
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enum MaterialColorSource specular_src;
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float material_alpha;
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bool lighting;
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enum VshLight light[NV2A_MAX_LIGHTS];
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