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#ifndef __SHADER_CONSTANTS_GNM_H
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#define __SHADER_CONSTANTS_GNM_H
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#define FANCY
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#define ALPHA_TEST
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#define FOG
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#define ENABLE_FOG
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#define END_PORTAL
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#define ALWAYS_LIT
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//#define EFFECTS_OFFSET - Enable this later (to see animating fire) when can turn these on/off based on material.
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Texture2D TEXTURE_0 : register(t0);
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Texture2D TEXTURE_1 : register(t1);
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Texture2D TEXTURE_2 : register(t2);
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Texture2D TEXTURE_3 : register(t3);
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Texture2D TEXTURE_4 : register(t4);
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Texture2D TEXTURE_5 : register(t5);
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Texture2D TEXTURE_6 : register(t6);
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Texture2D TEXTURE_7 : register(t7);
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SamplerState TextureSampler0 : register(s0);
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SamplerState TextureSampler1 : register(s1);
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SamplerState TextureSampler2 : register(s2);
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SamplerState TextureSampler3 : register(s3);
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SamplerState TextureSampler4 : register(s4);
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SamplerState TextureSampler5 : register(s5);
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SamplerState TextureSampler6 : register(s6);
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SamplerState TextureSampler7 : register(s7);
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ConstantBuffer RenderChunkConstants : register(c0) {
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float4 CHUNK_ORIGIN_AND_SCALE;
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}
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ConstantBuffer EntityConstants : register(c1) {
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float4 OVERLAY_COLOR;
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float4 TILE_LIGHT_COLOR;
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float4 CHANGE_COLOR;
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float4 GLINT_COLOR;
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float4 UV_ANIM;
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float2 UV_OFFSET;
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float2 UV_ROTATION;
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float2 GLINT_UV_SCALE;
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}
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ConstantBuffer PerFrameConstants : register(c2) {
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float3 VIEW_POS;
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float TIME;
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float4 FOG_COLOR;
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float2 FOG_CONTROL;
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float RENDER_DISTANCE;
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float FAR_CHUNKS_DISTANCE;
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}
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ConstantBuffer WorldConstants : register(c3) {
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column_major float4x4 WORLDVIEWPROJ;
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column_major float4x4 WORLD;
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column_major float4x4 WORLDVIEW;
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column_major float4x4 PROJ;
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}
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ConstantBuffer ShaderConstants : register(c4) {
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float4 CURRENT_COLOR;
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float4 DARKEN;
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float3 TEXTURE_DIMENSIONS;
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float1 HUD_OPACITY;
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column_major float4x4 UV_TRANSFORM;
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}
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ConstantBuffer WeatherConstants : register(c5) {
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float4 POSITION_OFFSET;
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float4 VELOCITY;
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float4 ALPHA;
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float4 VIEW_POSITION;
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float4 SIZE_SCALE;
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float4 FORWARD;
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float4 UV_INFO;
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float4 PARTICLE_BOX;
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}
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ConstantBuffer FlipbookTextureConstants : register(c6) {
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float1 V_OFFSET;
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float1 V_BLEND_OFFSET;
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}
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ConstantBuffer EffectsConstants : register(c7) {
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float2 EFFECT_UV_OFFSET;
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}
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ConstantBuffer BannerConstants : register(c8) {
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float4 BANNER_COLORS[7];
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float4 BANNER_UV_OFFSETS[7];
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}
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ConstantBuffer InterFrameConstants : register(c9) {
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// in secs. This is reset every 1 hour. so the range is [0, 3600]
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// make sure your shader handles the case when it transitions from 3600 to 0
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float TOTAL_REAL_WORLD_TIME;
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column_major float4x4 CUBE_MAP_ROTATION;
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}
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#endif
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