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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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#ifdef USE_STEREO_TEXTURE_ARRAY
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Texture2DArray TEXTURE_0 : register ( t0 );
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#else
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Texture2D TEXTURE_0 : register ( t0 );
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#endif
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Texture2D TEXTURE_1 : register ( t1 );
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Texture2D TEXTURE_2 : register ( t2 );
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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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#ifdef 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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#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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#endif
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cbuffer RenderChunkConstants
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{
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float4 CHUNK_ORIGIN_AND_SCALE;
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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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float2 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
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{
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float3 VIEW_DIRECTION; // unneeded
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float TIME; // unneeded
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float3 VIEW_POS;
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float FAR_CHUNKS_DISTANCE;
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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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}
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#if !defined(INSTANCEDSTEREO)
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cbuffer WorldConstants
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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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{
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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
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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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}
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cbuffer WeatherConstants {
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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 HoloConstants
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{
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float4 TABLE_REVEAL_CENTER;
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float4 TABLE_REVEAL_CONSTANTS; // x = Radius
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float3 GAZE_DIRECTION;
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float4 SKIRT_UVS;
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float4 SKIRT_UV_SCALE;
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float2 CHUNK_CLIP_MIN;
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float2 CHUNK_CLIP_MAX;
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float2 CLIP_MIN;
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float2 CLIP_MAX;
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}
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