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MinecraftLegends/Win32.DX11.Release/data/shaders/gnm/ShaderConstantsGNM.h
T
2026-03-08 15:34:38 -05:00

103 lines
2.6 KiB
C

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