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Silly mistake in a recent change, fixes the ocean in #16131.
Also, while I was looking at it I optimized a case of
0, 0, 0, 1
matrix values for q a bit. While so doing, I realized we don't actually dirty matrix uniforms ingstate.Restore()
. Initially I went to change this to setting cmds for shared dirty handling, but I figured it's safer to just dirty in ResetMatrices() due to currentList access.Also noticed that tgen wasn't properly dirtying the fragment shader ID, so this also fixes that.
Not sure how many games use the save/restore of contexts for matrix state, but better to be safe.
-[Unknown]