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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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							|  |  |  | class ShaderCode; | 
					
						
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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. | 
					
						
							|  |  |  |  */ | 
					
						
							|  |  |  | struct LightingUidData | 
					
						
							|  |  |  | { | 
					
						
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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" | 
					
						
							|  |  |  |                                         "\tint4 color;\n" | 
					
						
							|  |  |  |                                         "\tfloat4 cosatt;\n" | 
					
						
							|  |  |  |                                         "\tfloat4 distatt;\n" | 
					
						
							|  |  |  |                                         "\tfloat4 pos;\n" | 
					
						
							|  |  |  |                                         "\tfloat4 dir;\n" | 
					
						
							|  |  |  |                                         "};\n"; | 
					
						
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										 |  |  | void GenerateLightingShaderCode(ShaderCode& object, const LightingUidData& uid_data, int components, | 
					
						
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										 |  |  |                                 u32 numColorChans, const char* inColorName, const char* dest); | 
					
						
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										 |  |  | void GetLightingShaderUid(LightingUidData& uid_data); |