mirror of
https://github.com/AxioDL/metaforce.git
synced 2025-12-10 06:27:43 +00:00
New code style refactor
This commit is contained in:
@@ -1,7 +1,6 @@
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#include "CModelShaders.hpp"
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namespace urde
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{
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namespace urde {
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using namespace std::literals;
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extern const hecl::Backend::Function ExtensionLightingFuncsHLSL[];
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@@ -118,107 +117,104 @@ static std::string_view LightingShadowHLSL =
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"}\n"sv;
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static std::string_view MainPostHLSL =
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"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float fogZ, temp;\n"
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" switch (fog.mode)\n"
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" {\n"
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" case 2:\n"
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" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" break;\n"
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" case 4:\n"
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n"
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" break;\n"
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" case 5:\n"
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" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" case 6:\n"
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" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n"
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" break;\n"
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" case 7:\n"
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" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n"
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" fogZ = exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" default:\n"
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" fogZ = 0.0;\n"
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" break;\n"
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" }\n"
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"#ifdef BLEND_DST_ONE\n"
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" return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n"
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"#else\n"
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" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n"
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"#endif\n"
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"}\n"
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"\n"sv;
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"static float4 MainPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float fogZ, temp;\n"
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" switch (fog.mode)\n"
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" {\n"
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" case 2:\n"
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" fogZ = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" break;\n"
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" case 4:\n"
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" fogZ = 1.0 - exp2(-8.0 * (-vtf.mvPos.z - fog.start) * fog.rangeScale);\n"
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" break;\n"
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" case 5:\n"
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" temp = (-vtf.mvPos.z - fog.start) * fog.rangeScale;\n"
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" fogZ = 1.0 - exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" case 6:\n"
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" fogZ = exp2(-8.0 * (fog.start + vtf.mvPos.z) * fog.rangeScale);\n"
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" break;\n"
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" case 7:\n"
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" temp = (fog.start + vtf.mvPos.z) * fog.rangeScale;\n"
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" fogZ = exp2(-8.0 * temp * temp);\n"
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" break;\n"
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" default:\n"
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" fogZ = 0.0;\n"
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" break;\n"
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" }\n"
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"#ifdef BLEND_DST_ONE\n"
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" return float4(lerp(colorIn, float4(0.0, 0.0, 0.0, 0.0), saturate(fogZ)).rgb, colorIn.a);\n"
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"#else\n"
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" return float4(lerp(colorIn, fog.color, saturate(fogZ)).rgb, colorIn.a);\n"
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"#endif\n"
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"}\n"
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"\n"sv;
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static std::string_view ThermalPostHLSL =
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"cbuffer ThermalUniform : register(b2)\n"
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"{\n"
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" float4 tmulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return float4(extTex7.Sample(samp, vtf.extTcgs[0]).rrr * tmulColor.rgb + addColor.rgb, tmulColor.a + addColor.a);\n"
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"}\n"
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"\n"sv;
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"cbuffer ThermalUniform : register(b2)\n"
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"{\n"
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" float4 tmulColor;\n"
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" float4 addColor;\n"
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"};\n"
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"static float4 ThermalPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return float4(extTex7.Sample(samp, vtf.extTcgs[0]).rrr * tmulColor.rgb + addColor.rgb, tmulColor.a + "
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"addColor.a);\n"
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"}\n"
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"\n"sv;
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static std::string_view SolidPostHLSL =
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"cbuffer SolidUniform : register(b2)\n"
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"{\n"
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" float4 solidColor;\n"
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"};\n"
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"static float4 SolidPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return solidColor;\n"
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"}\n"
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"\n"sv;
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"cbuffer SolidUniform : register(b2)\n"
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"{\n"
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" float4 solidColor;\n"
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"};\n"
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"static float4 SolidPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" return solidColor;\n"
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"}\n"
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"\n"sv;
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static std::string_view MBShadowPostHLSL =
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"cbuffer MBShadowUniform : register(b2)\n"
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"{\n"
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 MBShadowPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.Sample(samp, vtf.extTcgs[0]).a;\n"
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" float sphereTexel = extTex1.Sample(samp, vtf.extTcgs[1]).a;\n"
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" float fadeTexel = extTex2.Sample(samp, vtf.extTcgs[2]).a;\n"
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" float val = ((abs(idTexel - shadowId) < 0.001) ?\n"
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" (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n"
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" sphereTexel * fadeTexel;\n"
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" return float4(0.0, 0.0, 0.0, val);\n"
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"}\n"
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"\n"sv;
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"cbuffer MBShadowUniform : register(b2)\n"
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"{\n"
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" float4 shadowUp;\n"
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" float shadowId;\n"
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"};\n"
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"static float4 MBShadowPostFunc(in VertToFrag vtf, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.Sample(samp, vtf.extTcgs[0]).a;\n"
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" float sphereTexel = extTex1.Sample(samp, vtf.extTcgs[1]).a;\n"
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" float fadeTexel = extTex2.Sample(samp, vtf.extTcgs[2]).a;\n"
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" float val = ((abs(idTexel - shadowId) < 0.001) ?\n"
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" (dot(vtf.mvNorm.xyz, shadowUp.xyz) * shadowUp.w) : 0.0) *\n"
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" sphereTexel * fadeTexel;\n"
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" return float4(0.0, 0.0, 0.0, val);\n"
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"}\n"
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"\n"sv;
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const hecl::Backend::Function ExtensionLightingFuncsHLSL[] =
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{
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{},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{},
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{},
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{},
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{},
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{},
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{},
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{},
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{LightingShadowHLSL, "LightingShadowFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"}
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};
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const hecl::Backend::Function ExtensionLightingFuncsHLSL[] = {{},
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{LightingHLSL, "LightingFunc"},
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{},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{},
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{},
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{},
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{},
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{},
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{},
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{},
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{LightingShadowHLSL, "LightingShadowFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"},
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{LightingHLSL, "LightingFunc"}};
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const hecl::Backend::Function ExtensionPostFuncsHLSL[] =
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{
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const hecl::Backend::Function ExtensionPostFuncsHLSL[] = {
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{},
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{MainPostHLSL, "MainPostFunc"},
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{ThermalPostHLSL, "ThermalPostFunc"},
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@@ -241,4 +237,4 @@ const hecl::Backend::Function ExtensionPostFuncsHLSL[] =
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{MainPostHLSL, "MainPostFunc"},
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};
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}
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} // namespace urde
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