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								// Copyright 2008 Dolphin Emulator Project
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								// Licensed under GPLv2+
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								// Refer to the license.txt file included.
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								#pragma once
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/LightingShaderGen.h"
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								#include "VideoCommon/ShaderGenCommon.h"
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								enum class APIType;
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								// TODO should be reordered
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								#define SHADER_POSITION_ATTRIB 0
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								#define SHADER_POSMTX_ATTRIB 1
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								#define SHADER_NORM0_ATTRIB 2
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								#define SHADER_NORM1_ATTRIB 3
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								#define SHADER_NORM2_ATTRIB 4
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								#define SHADER_COLOR0_ATTRIB 5
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								#define SHADER_COLOR1_ATTRIB 6
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								#define SHADER_TEXTURE0_ATTRIB 8
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								#define SHADER_TEXTURE1_ATTRIB 9
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								#define SHADER_TEXTURE2_ATTRIB 10
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								#define SHADER_TEXTURE3_ATTRIB 11
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								#define SHADER_TEXTURE4_ATTRIB 12
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								#define SHADER_TEXTURE5_ATTRIB 13
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								#define SHADER_TEXTURE6_ATTRIB 14
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								#define SHADER_TEXTURE7_ATTRIB 15
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								#pragma pack(1)
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								struct vertex_shader_uid_data
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								{
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								  u32 NumValues() const { return sizeof(vertex_shader_uid_data); }
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								  u32 components : 23;
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								  u32 numTexGens : 4;
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								  u32 numColorChans : 2;
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								  u32 dualTexTrans_enabled : 1;
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								  u32 pixel_lighting : 1;
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								  u32 msaa : 1;
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								  u32 texMtxInfo_n_projection : 16;  // Stored separately to guarantee that the texMtxInfo struct is
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								                                     // 8 bits wide
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								  u32 ssaa : 1;
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								  u32 pad : 15;
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								  struct
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								  {
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								    u32 inputform : 2;
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								    u32 texgentype : 3;
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								    u32 sourcerow : 5;
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								    u32 embosssourceshift : 3;
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								    u32 embosslightshift : 3;
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								  } texMtxInfo[8];
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								  struct
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								  {
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								    u32 index : 6;
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								    u32 normalize : 1;
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								    u32 pad : 1;
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								  } postMtxInfo[8];
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								  LightingUidData lighting;
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								};
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								#pragma pack()
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								typedef ShaderUid<vertex_shader_uid_data> VertexShaderUid;
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								VertexShaderUid GetVertexShaderUid();
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								ShaderCode GenerateVertexShaderCode(APIType api_type, const vertex_shader_uid_data* uid_data);
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