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#jira none #rb kenzo.terelst, arciel.rekman, lukas.hermanns, mihnea.balta, yuriy.odonnell [CL 15222057 by christopher waters in ue5-main branch]
174 lines
3.8 KiB
Plaintext
174 lines
3.8 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
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/*=============================================================================
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Definitions.usf: Defines undefined defines to 0 as Cg can't handle them.
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=============================================================================*/
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#pragma once
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#ifndef MATERIAL_TWOSIDED
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#define MATERIAL_TWOSIDED 0
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#endif
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#ifndef MATERIAL_TANGENTSPACENORMAL
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#define MATERIAL_TANGENTSPACENORMAL 0
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#endif
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#ifndef MATERIAL_TWOSIDED_SEPARATE_PASS
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#define MATERIAL_TWOSIDED_SEPARATE_PASS 0
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#endif
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#ifndef MATERIALBLENDING_MASKED
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#define MATERIALBLENDING_MASKED 0
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#endif
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#ifndef MATERIALBLENDING_TRANSLUCENT
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#define MATERIALBLENDING_TRANSLUCENT 0
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#endif
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#ifndef TRANSLUCENT_SHADOW_WITH_MASKED_OPACITY
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#define TRANSLUCENT_SHADOW_WITH_MASKED_OPACITY 0
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#endif
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#ifndef MATERIALBLENDING_ADDITIVE
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#define MATERIALBLENDING_ADDITIVE 0
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#endif
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#ifndef MATERIALBLENDING_MODULATE
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#define MATERIALBLENDING_MODULATE 0
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#endif
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#ifndef MATERIALBLENDING_ALPHACOMPOSITE
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#define MATERIALBLENDING_ALPHACOMPOSITE 0
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#endif
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#ifndef MATERIALBLENDING_ALPHAHOLDOUT
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#define MATERIALBLENDING_ALPHAHOLDOUT 0
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#endif
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#ifndef MATERIAL_SHADINGMODEL_DEFAULT_LIT
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#define MATERIAL_SHADINGMODEL_DEFAULT_LIT 0
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#endif
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#ifndef MATERIAL_SHADINGMODEL_SUBSURFACE
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#define MATERIAL_SHADINGMODEL_SUBSURFACE 0
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#endif
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#ifndef MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN
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#define MATERIAL_SHADINGMODEL_PREINTEGRATED_SKIN 0
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#endif
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#ifndef MATERIAL_SHADINGMODEL_UNLIT
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#define MATERIAL_SHADINGMODEL_UNLIT 0
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#endif
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#ifndef MATERIAL_SINGLE_SHADINGMODEL
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#define MATERIAL_SINGLE_SHADINGMODEL 0
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#endif
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#ifndef HAS_PRIMITIVE_UNIFORM_BUFFER
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#define HAS_PRIMITIVE_UNIFORM_BUFFER 0
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#endif
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#ifndef USING_TESSELLATION
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#define USING_TESSELLATION 0
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#endif
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#ifndef GBUFFER_HAS_VELOCITY
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#define GBUFFER_HAS_VELOCITY 0
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#endif
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#define PC_D3D (SM6_PROFILE || SM5_PROFILE)
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#ifndef NEEDS_LIGHTMAP_COORDINATE
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#define NEEDS_LIGHTMAP_COORDINATE 0
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#endif
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#ifndef TESSELLATION_TYPE_FLAT
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#define TESSELLATION_TYPE_FLAT 0
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#endif
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#ifndef TESSELLATION_TYPE_PNTRIANGLES
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#define TESSELLATION_TYPE_PNTRIANGLES 0
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#endif
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#ifndef USE_ADAPTIVE_TESSELLATION_FACTOR
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#define USE_ADAPTIVE_TESSELLATION_FACTOR 1
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#endif
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#ifndef LANDSCAPE_XYOFFSET
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#define LANDSCAPE_XYOFFSET 0
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#endif
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#ifndef MATERIAL_ATMOSPHERIC_FOG
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#define MATERIAL_ATMOSPHERIC_FOG 0
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#endif
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#ifndef MATERIAL_SKY_ATMOSPHERE
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#define MATERIAL_SKY_ATMOSPHERE 0
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#endif
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#ifndef BASEPASS_ATMOSPHERIC_FOG
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#define BASEPASS_ATMOSPHERIC_FOG 0
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#endif
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#ifndef NUM_VF_PACKED_INTERPOLANTS
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#define NUM_VF_PACKED_INTERPOLANTS 0
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#endif
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#ifndef REVERSEBITS
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#define REVERSEBITS reversebits
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#endif
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#ifndef INSTANCED_STEREO
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#define INSTANCED_STEREO 0
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#endif
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#ifndef MULTI_VIEW
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#define MULTI_VIEW 0
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#endif
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#ifndef CLEAR_COAT_BOTTOM_NORMAL
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#define CLEAR_COAT_BOTTOM_NORMAL 0
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#endif
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#ifndef IRIS_NORMAL
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#define IRIS_NORMAL 0
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#endif
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#ifndef TEX_COORD_SCALE_ANALYSIS
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#define TEX_COORD_SCALE_ANALYSIS 0
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#endif
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#ifndef LIGHTMAP_VT_ENABLED
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#define LIGHTMAP_VT_ENABLED 0
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#endif
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#define NOEXPRESSIONOPTIMIZATIONS
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#ifndef HAS_INVERTED_Z_BUFFER
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#define HAS_INVERTED_Z_BUFFER 1
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#endif
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/** When defined sets the layer index for volumetric rendering in the vertex shader, rather than using a geometry shader */
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#ifndef USING_VERTEX_SHADER_LAYER
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#define USING_VERTEX_SHADER_LAYER 0
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#endif
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#ifndef DISABLE_FORWARD_LOCAL_LIGHTS
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#define DISABLE_FORWARD_LOCAL_LIGHTS 0
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#endif
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#ifndef SINGLE_LAYER_WATER_SIMPLE_FORWARD
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#define SINGLE_LAYER_WATER_SIMPLE_FORWARD 0
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#endif
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#ifndef CLOUD_LAYER_PIXEL_SHADER
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#define CLOUD_LAYER_PIXEL_SHADER 0
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#endif
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#ifndef SUPPORTS_ANISOTROPIC_MATERIALS
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#define SUPPORTS_ANISOTROPIC_MATERIALS 0
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#endif
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