VideoCommon: Rename norm0/norm1/norm2 to normal/tangent/binormal
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@@ -89,10 +89,10 @@ void SWVertexLoader::DrawCurrentBatch(u32 base_index, u32 num_indices, u32 base_
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OutputVertexData* outVertex = m_setup_unit.GetVertex();
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TransformUnit::TransformPosition(&m_vertex, outVertex);
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outVertex->normal = {};
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if (VertexLoaderManager::g_current_components & VB_HAS_NRM0)
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if (VertexLoaderManager::g_current_components & VB_HAS_NORMAL)
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{
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TransformUnit::TransformNormal(
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_NRM2) != 0, outVertex);
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&m_vertex, (VertexLoaderManager::g_current_components & VB_HAS_BINORMAL) != 0, outVertex);
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}
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TransformUnit::TransformColor(&m_vertex, outVertex);
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TransformUnit::TransformTexCoord(&m_vertex, outVertex);
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