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aurora: Code cleanup, more performant hashing
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@@ -59,43 +59,43 @@ class CModelShaders {
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friend class CModel;
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public:
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struct Light {
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zeus::CVector3f pos;
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zeus::CVector3f dir;
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zeus::CColor color = zeus::skClear;
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std::array<float, 4> linAtt{1.f, 0.f, 0.f};
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std::array<float, 4> angAtt{1.f, 0.f, 0.f};
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};
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struct LightingUniform {
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std::array<Light, URDE_MAX_LIGHTS> lights;
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zeus::CColor ambient;
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std::array<zeus::CColor, 3> colorRegs;
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zeus::CColor mulColor;
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zeus::CColor addColor;
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CFogState fog;
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void ActivateLights(const std::vector<CLight>& lts);
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};
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struct ThermalUniform {
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zeus::CColor mulColor;
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zeus::CColor addColor;
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};
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struct SolidUniform {
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zeus::CColor solidColor;
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};
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struct MBShadowUniform {
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zeus::CVector4f shadowUp;
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float shadowId;
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};
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struct OneTextureUniform {
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zeus::CColor addColor;
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CFogState fog;
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};
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// struct Light {
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// zeus::CVector3f pos;
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// zeus::CVector3f dir;
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// zeus::CColor color = zeus::skClear;
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// std::array<float, 4> linAtt{1.f, 0.f, 0.f};
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// std::array<float, 4> angAtt{1.f, 0.f, 0.f};
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// };
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//
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// struct LightingUniform {
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// std::array<Light, URDE_MAX_LIGHTS> lights;
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// zeus::CColor ambient;
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// std::array<zeus::CColor, 3> colorRegs;
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// zeus::CColor mulColor;
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// zeus::CColor addColor;
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// CFogState fog;
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//
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// void ActivateLights(const std::vector<CLight>& lts);
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// };
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//
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// struct ThermalUniform {
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// zeus::CColor mulColor;
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// zeus::CColor addColor;
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// };
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//
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// struct SolidUniform {
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// zeus::CColor solidColor;
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// };
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//
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// struct MBShadowUniform {
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// zeus::CVector4f shadowUp;
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// float shadowId;
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// };
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//
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// struct OneTextureUniform {
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// zeus::CColor addColor;
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// CFogState fog;
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// };
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static void Initialize();
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static void Shutdown();
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