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			362 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			362 lines
		
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| #include "CElementGenShaders.hpp"
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| #include "CElementGen.hpp"
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| #include "CGenDescription.hpp"
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| #include "CElectricDescription.hpp"
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| #include "CSwooshDescription.hpp"
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| #include "Graphics/CModel.hpp"
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| 
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| namespace urde
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| {
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| 
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| static const char* VS_HLSL_TEX =
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| "struct VertData\n"
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| "{\n"
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| "    float4 posIn[4] : POSITION;\n"
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| "    float4 colorIn : COLOR;\n"
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| "    float4 uvsIn[4] : UV;\n"
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| "};\n"
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| "\n"
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| "cbuffer ParticleUniform : register(b0)\n"
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| "{\n"
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| "    float4x4 mvp;\n"
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| "    float4 moduColor;\n"
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| "};\n"
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| "\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float2 uv : UV;\n"
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| "};\n"
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| "\n"
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| "VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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| "{\n"
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| "    VertToFrag vtf;\n"
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| "    vtf.color = v.colorIn * moduColor;\n"
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| "    vtf.uv = v.uvsIn[vertId].xy;\n"
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| "    vtf.position = mul(mvp, v.posIn[vertId]);\n"
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| "    return vtf;\n"
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| "}\n";
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| 
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| static const char* FS_HLSL_TEX =
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| "SamplerState samp : register(s0);\n"
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| "Texture2D tex0 : register(t0);\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float2 uv : UV;\n"
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| "};\n"
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| "\n"
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| "float4 main(in VertToFrag vtf) : SV_Target0\n"
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| "{\n"
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| "    return vtf.color * tex0.Sample(samp, vtf.uv);\n"
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| "}\n";
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| 
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| static const char* FS_HLSL_TEX_REDTOALPHA =
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| "SamplerState samp : register(s0);\n"
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| "Texture2D tex0 : register(t0);\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float2 uv : UV;\n"
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| "};\n"
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| "\n"
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| "float4 main(in VertToFrag vtf) : SV_Target0\n"
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| "{\n"
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| "    float4 colr = vtf.color * tex0.Sample(samp, vtf.uv);\n"
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| "    return float4(colr.rgb, colr.r);"
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| "}\n";
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| 
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| static const char* VS_HLSL_INDTEX =
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| "struct VertData\n"
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| "{\n"
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| "    float4 posIn[4] : POSITION;\n"
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| "    float4 colorIn : COLOR;\n"
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| "    float4 uvsInTexrTind[4] : UV0;\n"
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| "    float4 uvsInScene : UV4;\n"
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| "};\n"
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| "\n"
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| "cbuffer ParticleUniform : register(b0)\n"
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| "{\n"
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| "    float4x4 mvp;\n"
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| "    float4 moduColor;\n"
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| "};\n"
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| "\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float4 uvScene : UV0;\n"
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| "    float2 uvTexr : UV1;\n"
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| "    float2 uvTind : UV2;\n"
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| "};\n"
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| "\n"
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| "VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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| "{\n"
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| "    VertToFrag vtf;\n"
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| "    vtf.color = v.colorIn * moduColor;\n"
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| "    vtf.uvScene = v.uvsInScene * float4(1.0, -1.0, 1.0, -1.0);\n"
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| "    vtf.uvTexr = v.uvsInTexrTind[vertId].xy;\n"
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| "    vtf.uvTind = v.uvsInTexrTind[vertId].zw;\n"
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| "    vtf.position = mul(mvp, v.posIn[vertId]);\n"
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| "    return vtf;\n"
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| "}\n";
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| 
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| static const char* FS_HLSL_INDTEX =
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| "SamplerState samp : register(s0);\n"
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| "Texture2D tex0 : register(t0);\n"
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| "Texture2D tex1 : register(t1);\n"
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| "Texture2D tex2 : register(t2);\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float4 uvScene : UV0;\n"
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| "    float2 uvTexr : UV1;\n"
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| "    float2 uvTind : UV2;\n"
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| "};\n"
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| "\n"
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| "float4 main(in VertToFrag vtf) : SV_Target0\n"
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| "{\n"
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| "    float2 tindTexel = tex2.Sample(samp, vtf.uvTind).zw;\n"
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| "    float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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| "    float4 texrTexel = tex0.Sample(samp, vtf.uvTexr);\n"
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| "    float4 colorOut = vtf.color * sceneTexel + texrTexel;\n"
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| "    colorOut.a = vtf.color.a * texrTexel.a;\n"
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| "    return colorOut;\n"
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| "}\n";
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| 
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| static const char* FS_HLSL_CINDTEX =
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| "SamplerState samp : register(s0);\n"
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| "Texture2D tex0 : register(t0);\n"
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| "Texture2D tex1 : register(t1);\n"
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| "Texture2D tex2 : register(t2);\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "    float4 uvScene : UV0;\n"
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| "    float2 uvTexr : UV1;\n"
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| "    float2 uvTind : UV2;\n"
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| "};\n"
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| "\n"
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| "float4 main(in VertToFrag vtf) : SV_Target0\n"
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| "{\n"
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| "    float2 tindTexel = tex2.Sample(samp, vtf.uvTind).ba;\n"
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| "    float4 sceneTexel = tex1.Sample(samp, lerp(vtf.uvScene.xy, vtf.uvScene.zw, tindTexel));\n"
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| "    return vtf.color * sceneTexel * tex0.Sample(samp, vtf.uvTexr);\n"
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| "}\n";
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| 
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| static const char* VS_HLSL_NOTEX =
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| "struct VertData\n"
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| "{\n"
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| "    float4 posIn[4] : POSITION;\n"
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| "    float4 colorIn : COLOR;\n"
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| "};\n"
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| "\n"
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| "cbuffer ParticleUniform : register(b0)\n"
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| "{\n"
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| "    float4x4 mvp;\n"
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| "    float4 moduColor;\n"
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| "};\n"
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| "\n"
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "};\n"
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| "\n"
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| "VertToFrag main(in VertData v, in uint vertId : SV_VertexID)\n"
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| "{\n"
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| "    VertToFrag vtf;\n"
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| "    vtf.color = v.colorIn * moduColor;\n"
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| "    vtf.position = mul(mvp, v.posIn[vertId]);\n"
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| "    return vtf;\n"
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| "}\n";
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| 
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| static const char* FS_HLSL_NOTEX =
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| "struct VertToFrag\n"
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| "{\n"
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| "    float4 position : SV_Position;\n"
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| "    float4 color : COLOR;\n"
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| "};\n"
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| "\n"
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| "float4 main(in VertToFrag vtf) : SV_Target0\n"
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| "{\n"
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| "    return vtf.color;\n"
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| "}\n";
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| 
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| struct D3DElementDataBindingFactory : CElementGenShaders::IDataBindingFactory
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| {
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|     void BuildShaderDataBinding(boo::IGraphicsDataFactory::Context& ctx,
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|                                 CElementGen& gen,
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|                                 boo::IShaderPipeline* regPipeline,
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|                                 boo::IShaderPipeline* redToAlphaPipeline)
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|     {
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|         CGenDescription* desc = gen.GetDesc();
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| 
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|         CUVElement* texr = desc->x54_x40_TEXR.get();
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|         CUVElement* tind = desc->x58_x44_TIND.get();
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|         int texCount = 0;
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|         boo::ITexture* textures[3];
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| 
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|         if (texr)
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|         {
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|             textures[0] = texr->GetValueTexture(0).GetObj()->GetBooTexture();
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|             texCount = 1;
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|             if (tind)
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|             {
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|                 textures[1] = CGraphics::g_SpareTexture;
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|                 textures[2] = tind->GetValueTexture(0).GetObj()->GetBooTexture();
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|                 texCount = 3;
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|             }
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|         }
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| 
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|         boo::IGraphicsBuffer* uniforms[] = {gen.m_uniformBuf};
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| 
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|         if (regPipeline)
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|             gen.m_normalDataBind = ctx.newShaderDataBinding(regPipeline, nullptr, nullptr,
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|                                                             gen.m_instBuf, nullptr, 1, uniforms,
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|                                                             nullptr, texCount, textures);
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|         if (redToAlphaPipeline)
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|             gen.m_redToAlphaDataBind = ctx.newShaderDataBinding(redToAlphaPipeline, nullptr, nullptr,
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|                                                                 gen.m_instBuf, nullptr, 1, uniforms,
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|                                                                 nullptr, texCount, textures);
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|     }
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| };
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| 
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| CElementGenShaders::IDataBindingFactory* CElementGenShaders::Initialize(boo::ID3DDataFactory::Context& ctx)
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| {
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|     static const boo::VertexElementDescriptor TexFmtTex[] =
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|     {
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3}
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|     };
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|     m_vtxFormatTex = ctx.newVertexFormat(9, TexFmtTex);
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| 
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|     static const boo::VertexElementDescriptor TexFmtIndTex[] =
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|     {
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 0},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 1},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 2},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 3},
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|         {nullptr, nullptr, boo::VertexSemantic::UV4 | boo::VertexSemantic::Instanced, 4}
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|     };
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|     m_vtxFormatIndTex = ctx.newVertexFormat(10, TexFmtIndTex);
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| 
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|     static const boo::VertexElementDescriptor TexFmtNoTex[] =
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|     {
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 0},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 1},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 2},
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|         {nullptr, nullptr, boo::VertexSemantic::Position4 | boo::VertexSemantic::Instanced, 3},
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|         {nullptr, nullptr, boo::VertexSemantic::Color | boo::VertexSemantic::Instanced}
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|     };
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|     m_vtxFormatNoTex = ctx.newVertexFormat(5, TexFmtNoTex);
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| 
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|     m_texZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                              nullptr, m_vtxFormatTex,
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|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                              boo::Primitive::TriStrips, true, true, boo::CullMode::None);
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|     m_texNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                                nullptr, m_vtxFormatTex,
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|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_texZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                                nullptr, m_vtxFormatTex,
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|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_texAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                                nullptr, m_vtxFormatTex,
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|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                  boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_texRedToAlphaZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_texRedToAlphaNoZTest = ctx.newShaderPipeline(VS_HLSL_TEX, FS_HLSL_TEX_REDTOALPHA, nullptr, nullptr,
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|                                                    nullptr, m_vtxFormatTex,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_indTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
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|                                            nullptr, m_vtxFormatIndTex,
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|                                            boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                            boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_indTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
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|                                              nullptr, m_vtxFormatIndTex,
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|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                              boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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|     m_indTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_INDTEX, nullptr, nullptr,
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|                                              nullptr, m_vtxFormatIndTex,
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|                                              boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                              boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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| 
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|     m_cindTexZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
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|                                             nullptr, m_vtxFormatIndTex,
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|                                             boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                             boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_cindTexNoZWrite = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
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|                                               nullptr, m_vtxFormatIndTex,
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|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                               boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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|     m_cindTexAdditive = ctx.newShaderPipeline(VS_HLSL_INDTEX, FS_HLSL_CINDTEX, nullptr, nullptr,
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|                                               nullptr, m_vtxFormatIndTex,
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|                                               boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                               boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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| 
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|     m_noTexZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                nullptr, m_vtxFormatNoTex,
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|                                                boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                boo::Primitive::TriStrips, true, true, boo::CullMode::None);
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|     m_noTexNoZTestZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatNoTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, false, true, boo::CullMode::None);
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|     m_noTexZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatNoTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_noTexNoZTestNoZWrite = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                    nullptr, m_vtxFormatNoTex,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::InvSrcAlpha,
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|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     m_noTexAdditiveZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                  nullptr, m_vtxFormatNoTex,
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|                                                  boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                  boo::Primitive::TriStrips, true, false, boo::CullMode::None);
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|     m_noTexAdditiveNoZTest = ctx.newShaderPipeline(VS_HLSL_NOTEX, FS_HLSL_NOTEX, nullptr, nullptr,
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|                                                    nullptr, m_vtxFormatNoTex,
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|                                                    boo::BlendFactor::SrcAlpha, boo::BlendFactor::One,
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|                                                    boo::Primitive::TriStrips, false, false, boo::CullMode::None);
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| 
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|     return new struct D3DElementDataBindingFactory;
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| }
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| 
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| }
 |