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40 lines
1.3 KiB
Plaintext
40 lines
1.3 KiB
Plaintext
// Copyright 1998-2015 Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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BasePassForForwardShadingCommon.usf: Base pass definitions used by both vertex and pixel shader
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=============================================================================*/
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#undef NEEDS_LIGHTMAP_COORDINATE
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#define NEEDS_LIGHTMAP_COORDINATE (LQ_TEXTURE_LIGHTMAP)
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#define NEEDS_LIGHTMAP (NEEDS_LIGHTMAP_COORDINATE)
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#define USE_VERTEX_FOG (!OUTPUT_GAMMA_SPACE)
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#define PACK_INTERPOLANTS (USE_VERTEX_FOG && NUM_VF_PACKED_INTERPOLANTS > 0 && (ES2_PROFILE || ES3_1_PROFILE))
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#define LANDSCAPE_BUG_WORKAROUND (IS_FORWARD_BASEPASS_VERTEX_SHADER && PACK_INTERPOLANTS)
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#if METAL_PROFILE
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// @todo-rco: @todo metal: FIXME!
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#define INTERP_TYPE float4
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#else
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#define INTERP_TYPE half4
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#endif
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struct FSharedForwardShadingBasePassInterpolants
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{
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#if USE_VERTEX_FOG && !PACK_INTERPOLANTS
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INTERP_TYPE VertexFog : TEXCOORD7;
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#endif
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#if LANDSCAPE_BUG_WORKAROUND
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INTERP_TYPE DummyInterp : DUMMY_INTERP;
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#endif
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float4 PixelPosition : TEXCOORD8; // xyz = world position, w = clip z
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#if USE_WORLD_POSITION_EXCLUDING_SHADER_OFFSETS
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float4 PixelPositionExcludingWPO : TEXCOORD9;
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#endif
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};
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#define FForwardShadingBasePassInterpolantsVSToPS FSharedForwardShadingBasePassInterpolants
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