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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/Assert.h"
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								#include "Common/CommonTypes.h"
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								#include "VideoCommon/NativeVertexFormat.h"
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								#include "VideoCommon/ShaderGenCommon.h"
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								#include "VideoCommon/XFMemory.h"
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								#define LIGHT_COL "%s[%d].color.%s"
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								#define LIGHT_COL_PARAMS(index, swizzle) (I_LIGHTS), (index), (swizzle)
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								#define LIGHT_COSATT "%s[%d].cosatt"
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								#define LIGHT_COSATT_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_DISTATT "%s[%d].distatt"
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								#define LIGHT_DISTATT_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_POS "%s[%d].pos"
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								#define LIGHT_POS_PARAMS(index) (I_LIGHTS), (index)
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								#define LIGHT_DIR "%s[%d].dir"
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								#define LIGHT_DIR_PARAMS(index) (I_LIGHTS), (index)
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								/**
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								 * Common uid data used for shader generators that use lighting calculations.
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								 */
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								struct LightingUidData
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								{
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								  u32 matsource : 4;       // 4x1 bit
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								  u32 enablelighting : 4;  // 4x1 bit
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								  u32 ambsource : 4;       // 4x1 bit
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								  u32 diffusefunc : 8;     // 4x2 bits
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								  u32 attnfunc : 8;        // 4x2 bits
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								  u32 light_mask : 32;     // 4x8 bits
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								};
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								static const char s_lighting_struct[] = "struct Light {\n"
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								                                        "\tint4 color;\n"
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								                                        "\tfloat4 cosatt;\n"
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								                                        "\tfloat4 distatt;\n"
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								                                        "\tfloat4 pos;\n"
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								                                        "\tfloat4 dir;\n"
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								                                        "};\n";
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								void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components,
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								                                const char* inColorName, const char* dest);
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								void GetLightingShaderUid(LightingUidData& uid_data);
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