mirror of https://github.com/AxioDL/metaforce.git
253 lines
10 KiB
C++
253 lines
10 KiB
C++
#include "CModelShaders.hpp"
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namespace urde
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{
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static const char* LightingMetal =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 LightingFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn, thread VertToFrag& vtf)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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" for (int i=0 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn.xyz - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
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" lu.lights[i].linAtt[1] * dist +\n"
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" lu.lights[i].linAtt[0]);\n"
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" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
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" lu.lights[i].angAtt[1] * angDot +\n"
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" lu.lights[i].angAtt[0];\n"
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" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n"
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" }\n"
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" \n"
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" return saturate(ret);\n"
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"}\n";
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static const char* LightingShadowMetal =
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"struct Light\n"
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"{\n"
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" float4 pos;\n"
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" float4 dir;\n"
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" float4 color;\n"
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" float4 linAtt;\n"
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" float4 angAtt;\n"
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"};\n"
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"struct Fog\n"
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"{\n"
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" float4 color;\n"
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" float rangeScale;\n"
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" float start;\n"
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"};\n"
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"\n"
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"struct LightingUniform\n"
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"{\n"
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" Light lights[" _XSTR(URDE_MAX_LIGHTS) "];\n"
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" float4 ambient;\n"
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" float4 colorReg0;\n"
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" float4 colorReg1;\n"
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" float4 colorReg2;\n"
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" float4 mulColor;\n"
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" Fog fog;\n"
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"};\n"
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"\n"
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"static float4 EXTLightingShadowFunc(constant LightingUniform& lu, float4 mvPosIn, float4 mvNormIn,\n"
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" thread VertToFrag& vtf, texture2d<float> extTex7)\n"
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"{\n"
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" float4 ret = lu.ambient;\n"
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" \n"
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" float3 delta = mvPosIn.xyz - lu.lights[0].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[0].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[0].linAtt[2] * dist * dist +\n"
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" lu.lights[0].linAtt[1] * dist +\n"
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" lu.lights[0].linAtt[0]);\n"
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" float angAtt = lu.lights[0].angAtt[2] * angDot * angDot +\n"
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" lu.lights[0].angAtt[1] * angDot +\n"
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" lu.lights[0].angAtt[0];\n"
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" ret += lu.lights[0].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz)) *\n"
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" extTex7.sample(clampSamp, vtf.extTcgs0);\n"
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" \n"
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" for (int i=1 ; i<" _XSTR(URDE_MAX_LIGHTS) " ; ++i)\n"
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" {\n"
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" float3 delta = mvPosIn.xyz - lu.lights[i].pos.xyz;\n"
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" float dist = length(delta);\n"
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" float angDot = saturate(dot(normalize(delta), lu.lights[i].dir.xyz));\n"
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" float att = 1.0 / (lu.lights[i].linAtt[2] * dist * dist +\n"
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" lu.lights[i].linAtt[1] * dist +\n"
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" lu.lights[i].linAtt[0]);\n"
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" float angAtt = lu.lights[i].angAtt[2] * angDot * angDot +\n"
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" lu.lights[i].angAtt[1] * angDot +\n"
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" lu.lights[i].angAtt[0];\n"
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" ret += lu.lights[i].color * saturate(angAtt) * att * saturate(dot(normalize(-delta), mvNormIn.xyz));\n"
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" }\n"
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" \n"
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" return saturate(ret);\n"
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"}\n";
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static const char* MainPostMetal =
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"float4 MainPostFunc(thread VertToFrag& vtf, constant LightingUniform& lu, float4 colorIn)\n"
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"{\n"
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" float fogZ = (-vtf.mvPos.z - lu.fog.start) * lu.fog.rangeScale;\n"
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" return mix(lu.fog.color, colorIn, saturate(exp2(-8.0 * fogZ)));\n"
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"}\n"
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"\n";
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static const char* ThermalPostMetal =
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"struct ThermalUniform\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 EXTThermalPostFunc(thread VertToFrag& vtf, constant ThermalUniform& lu, texture2d<float> extTex7, float4 colorIn)\n"
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"{\n"
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" return float4(extTex7.sample(samp, vtf.extTcgs0).rrr * lu.tmulColor.rgb + lu.addColor.rgb, 1.0);\n"
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"}\n"
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"\n";
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static const char* SolidPostMetal =
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"struct SolidUniform\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(thread VertToFrag& vtf, constant SolidUniform& lu, float4 colorIn)\n"
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"{\n"
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" return lu.solidColor;\n"
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"}\n"
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"\n";
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static const char* MBShadowPostMetal =
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"struct MBShadowUniform\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 EXTMBShadowPostFunc(thread VertToFrag& vtf, constant MBShadowUniform& su,\n"
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" texture2d<float> extTex0, texture2d<float> extTex1, texture2d<float> extTex2, float4 colorIn)\n"
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"{\n"
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" float idTexel = extTex0.sample(samp, vtf.extTcgs0).a;\n"
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" float sphereTexel = extTex1.sample(samp, vtf.extTcgs1).a;\n"
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" float fadeTexel = extTex2.sample(samp, vtf.extTcgs2).a;\n"
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" float val = ((fabs(idTexel - su.shadowId) < 0.001) ?\n"
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" (dot(vtf.mvNorm.xyz, su.shadowUp.xyz) * su.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";
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static const char* BlockNames[] = {"LightingUniform"};
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static const char* ThermalBlockNames[] = {"ThermalUniform"};
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static const char* SolidBlockNames[] = {"SolidUniform"};
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static const char* MBShadowBlockNames[] = {"MBShadowUniform"};
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hecl::Runtime::ShaderCacheExtensions
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CModelShaders::GetShaderExtensionsMetal(boo::IGraphicsDataFactory::Platform plat)
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{
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hecl::Runtime::ShaderCacheExtensions ext(plat);
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/* Normal lit shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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false, false, false, true);
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/* Thermal Visor shading */
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ext.registerExtensionSlot({}, {ThermalPostMetal, "EXTThermalPostFunc"}, 1, ThermalBlockNames,
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1, ThermalTextures, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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false, false, false, true);
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/* Forced alpha shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha, hecl::Backend::ZTest::Original,
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false, false, false, true);
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/* Forced additive shading */
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ext.registerExtensionSlot({LightingMetal, "LightingFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Original,
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false, true, false, true);
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/* Solid color */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::One,
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hecl::Backend::BlendFactor::Zero, hecl::Backend::ZTest::LEqual,
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false, false, false, false);
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/* Solid color additive */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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false, true, false, true);
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/* Alpha-only Solid color frontface cull, LEqual */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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true, false, true, false);
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/* Alpha-only Solid color frontface cull, Always, No Z-write */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::None,
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true, true, true, false);
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/* Alpha-only Solid color backface cull, LEqual */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::LEqual,
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false, false, true, false);
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/* Alpha-only Solid color backface cull, Greater, No Z-write */
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ext.registerExtensionSlot({}, {SolidPostMetal, "SolidPostFunc"},
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1, SolidBlockNames, 0, nullptr, hecl::Backend::BlendFactor::Zero,
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hecl::Backend::BlendFactor::One, hecl::Backend::ZTest::Greater,
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false, true, true, false);
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/* MorphBall shadow shading */
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ext.registerExtensionSlot({}, {MBShadowPostMetal, "EXTMBShadowPostFunc"},
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1, MBShadowBlockNames, 3, BallFadeTextures,
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hecl::Backend::BlendFactor::SrcAlpha,
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hecl::Backend::BlendFactor::InvSrcAlpha,
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hecl::Backend::ZTest::Equal,
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false, false, false, true, true);
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/* World shadow shading (modified lighting) */
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ext.registerExtensionSlot({LightingShadowMetal, "EXTLightingShadowFunc"}, {MainPostMetal, "MainPostFunc"},
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1, BlockNames, 1, WorldShadowTextures, hecl::Backend::BlendFactor::Original,
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hecl::Backend::BlendFactor::Original, hecl::Backend::ZTest::Original,
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false, false, false, true);
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return ext;
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}
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}
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