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// These [aren't but] should be grouped in a way that they require the least amount of updating (world data in one, model data in another, part of model data in another one, etc)
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#if (defined(USE_STEREO_TEXTURE_ARRAY) || defined(ARRAY_TEXTURE_0)) && (VERSION >= 0xa000)
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Texture2DArray TEXTURE_0 : register (t0);
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#else
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Texture2DMS<float4> TEXTURE_0_MS : register(t0);
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Texture2D TEXTURE_0 : register(t0);
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#endif
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Texture2DMS<float4> TEXTURE_1_MS : register(t1);
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Texture2D TEXTURE_1 : register(t1);
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Texture2D TEXTURE_2 : register(t2);
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#ifndef NO_TEX_3
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Texture2D TEXTURE_3 : register(t3);
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sampler TextureSampler3 : register(s3);
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#endif
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// Make sure this thing is actually getting bound
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sampler TextureSampler0 : register(s0);
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sampler TextureSampler1 : register(s1);
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sampler TextureSampler2 : register(s2);
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#ifdef LOW_PRECISION
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#define lpfloat min16float
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#define lpfloat2 min16float2
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#define lpfloat4 min16float4
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#else
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#define lpfloat float
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#define lpfloat2 float2
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#define lpfloat4 float4
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#endif
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#if defined(MSAA_FRAMEBUFFER_ENABLED)
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#define TEXCOORD_0_FB_MSAA TEXCOORD_0_centroid
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#define TEXCOORD_1_FB_MSAA TEXCOORD_1_centroid
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#define TEXCOORD_2_FB_MSAA TEXCOORD_2_centroid
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#define TEXCOORD_3_FB_MSAA TEXCOORD_3_centroid
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#else
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#define TEXCOORD_0_FB_MSAA TEXCOORD_0
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#define TEXCOORD_1_FB_MSAA TEXCOORD_1
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#define TEXCOORD_2_FB_MSAA TEXCOORD_2
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#define TEXCOORD_3_FB_MSAA TEXCOORD_3
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#endif
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cbuffer RenderChunkConstants : register(b0)
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{
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float4 CHUNK_ORIGIN_AND_SCALE;
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float RENDER_CHUNK_FOG_ALPHA;
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}
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cbuffer EntityConstants
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{
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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 TEAM_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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cbuffer PerFrameConstants : register(b2)
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{
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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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#if !defined(INSTANCEDSTEREO)
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cbuffer WorldConstants : register(b1)
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{
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float4x4 WORLDVIEWPROJ;
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float4x4 WORLD;
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float4x4 WORLDVIEW;
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float4x4 PROJ;
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}
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#else
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cbuffer WorldConstantsStereographic {
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float4x4 WORLDVIEWPROJ_STEREO[2];
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float4x4 WORLD_STEREO;
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float4x4 WORLDVIEW_STEREO[2];
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float4x4 PROJ_STEREO[2];
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}
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#endif
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cbuffer ShaderConstants : register(b3)
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{
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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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float4x4 UV_TRANSFORM;
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int MSAA_SAMPLECOUNT;
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}
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cbuffer WeatherConstants
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{
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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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cbuffer FlipbookTextureConstants
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{
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float1 V_OFFSET;
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float1 V_BLEND_OFFSET;
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}
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cbuffer EffectsConstants
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{
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float2 EFFECT_UV_OFFSET;
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}
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cbuffer BannerConstants
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{
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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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cbuffer TextConstants
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{
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float1 GLYPH_SMOOTH_RADIUS;
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float1 GLYPH_CUTOFF;
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float1 OUTLINE_CUTOFF;
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float4 OUTLINE_COLOR;
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float1 SHADOW_SMOOTH_RADIUS;
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float4 SHADOW_COLOR;
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float2 SHADOW_OFFSET;
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}
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cbuffer DebugConstants
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{
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float TEXTURE_ARRAY_INDEX_0;
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};
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cbuffer InterFrameConstants
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{
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// in secs. This is reset every 2 mins. so the range is [0, 120)
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// make sure your shader handles the case when it transitions from 120 to 0
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float TOTAL_REAL_WORLD_TIME;
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float4x4 CUBE_MAP_ROTATION;
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};
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cbuffer PostProcessConstants {
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int GaussianBlurSize;
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float DepthOfFieldNearEndDepth;
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float DepthOfFieldFarStartDepth;
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float DepthOfFieldFarEndDepth;
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};
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cbuffer BadgerConstants {
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int NUM_STRUCTURES;
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float4 STRUCTURE_DATA[8];
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float4 STRUCTURE_COLOR[8];
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}
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