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268 lines
5.4 KiB
Plaintext
268 lines
5.4 KiB
Plaintext
// Copyright 1998-2015 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 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 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 HAS_PRIMITIVE_UNIFORM_BUFFER
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#define HAS_PRIMITIVE_UNIFORM_BUFFER 0
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#endif
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#ifndef OUTPUT_DEPTH_TO_ALPHA
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#define OUTPUT_DEPTH_TO_ALPHA 0
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#endif
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#ifndef COMPILER_HLSLCC
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#define COMPILER_HLSLCC 0
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#endif
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#ifndef COMPILER_HLSL
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#define COMPILER_HLSL 0
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#endif
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#ifndef COMPILER_GLSL
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#define COMPILER_GLSL 0
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#endif
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#ifndef COMPILER_GLSL_ES2
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#define COMPILER_GLSL_ES2 0
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#endif
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#ifndef COMPILER_METAL
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#define COMPILER_METAL 0
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#endif
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#ifndef COMPILER_SUPPORTS_ATTRIBUTES
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#define COMPILER_SUPPORTS_ATTRIBUTES 0
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#endif
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#ifndef SM5_PROFILE
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#define SM5_PROFILE 0
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#endif
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#ifndef SM4_PROFILE
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#define SM4_PROFILE 0
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#endif
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#ifndef ES2_PROFILE
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#define ES2_PROFILE 0
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#endif
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#ifndef ES3_1_PROFILE
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#define ES3_1_PROFILE 0
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#endif
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#ifndef METAL_PROFILE
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#define METAL_PROFILE 0
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#endif
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#ifndef METAL_MRT_PROFILE
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#define METAL_MRT_PROFILE 0
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#endif
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#ifndef METAL_SM4_PROFILE
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#define METAL_SM4_PROFILE 0
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#endif
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#ifndef METAL_SM5_PROFILE
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#define METAL_SM5_PROFILE 0
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#endif
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#ifndef VULKAN_PROFILE
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#define VULKAN_PROFILE 0
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#endif
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#ifndef IOS
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#define IOS 0
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#endif
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#ifndef MAC
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#define MAC 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 OUTPUT_GBUFFER_VELOCITY
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#define OUTPUT_GBUFFER_VELOCITY 0
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#endif
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#define PC_D3D 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 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 INVARIANT
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#define INVARIANT
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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 ENABLE_RE_Z
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#define ENABLE_RE_Z
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#endif
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#ifndef USE_CLEARCOAT
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#define USE_CLEARCOAT 0
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#endif
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#if SM5_PROFILE || COMPILER_SUPPORTS_ATTRIBUTES
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/** Avoids flow control constructs. */
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#define UNROLL [unroll]
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/** Gives preference to flow control constructs. */
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#define LOOP [loop]
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/** Performs branching by using control flow instructions like jmp and label. */
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#define BRANCH [branch]
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/** Performs branching by using the cnd instructions. */
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#define FLATTEN [flatten]
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/** Allows a compute shader loop termination condition to be based off of a UAV read. The loop must not contain synchronization intrinsics. */
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#define ALLOW_UAV_CONDITION [allow_uav_condition]
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#else
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#ifndef UNROLL
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#define UNROLL
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#endif
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#ifndef LOOP
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#define LOOP
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#endif
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#ifndef BRANCH
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#define BRANCH
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#endif
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#ifndef FLATTEN
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#define FLATTEN
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#endif
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#endif
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#define ISOLATE
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#define NOEXPRESSIONOPTIMIZATIONS
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#if SM5_PROFILE
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#define EARLYDEPTHSTENCIL [earlydepthstencil]
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#else
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#define EARLYDEPTHSTENCIL
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#endif
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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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#ifndef COMPRESSED_16_FLOAT
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#define COMPRESSED_16_FLOAT
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#endif
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#ifndef COMPRESSED_16_UNORM
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#define COMPRESSED_16_UNORM
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#endif
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#ifndef COMPRESSED_16_SNORM
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#define COMPRESSED_16_SNORM
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#endif
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#ifndef COMPRESSED_16_UINT
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#define COMPRESSED_16_UINT
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#endif
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#ifndef COMPRESSED_16_INT
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#define COMPRESSED_16_INT
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#endif
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#ifndef COMPRESSED_8_UNORM
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#define COMPRESSED_8_UNORM
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#endif
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#ifndef COMPRESSED_8_SNORM
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#define COMPRESSED_8_SNORM
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#endif
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#ifndef COMPRESSED_8_UINT
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#define COMPRESSED_8_UINT
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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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// 'static' asserts
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#if COMPILER_GLSL || COMPILER_GLSL_ES2 || VULKAN_PROFILE || METAL_PROFILE || METAL_MRT_PROFILE || METAL_SM4_PROFILE || METAL_SM5_PROFILE
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#if !COMPILER_HLSLCC
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#error "Missing COMPILER_HLSLCC define!"
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#endif
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#endif |