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Do actual domain resolution
[carveJwlIkooP6JGAAIwe30JlM.git]
/
shader_props.h
1
#pragma once
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#include
"vg/vg_platform.h"
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struct
shader_props_standard
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{
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u32 tex_diffuse
;
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};
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struct
shader_props_terrain
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{
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u32 tex_diffuse
;
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v2f blend_offset
;
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v4f sand_colour
;
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};
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struct
shader_props_vertex_blend
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{
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u32 tex_diffuse
;
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v2f blend_offset
;
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};
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struct
shader_props_water
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{
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v4f shore_colour
;
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v4f deep_colour
;
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f32 fog_scale
;
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f32 fresnel
;
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f32 water_sale
;
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v4f wave_speed
;
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};
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struct
shader_props_cubemapped
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{
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u32 tex_diffuse
;
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u32 cubemap_entity
;
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v4f tint
;
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};