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0c6385cb92
Usually something like __IRR_SOME_GUARD_INCLUDED__ replaced by IRR_SOME_GUARD_INCLUDED. Removing underscores at the end wasn't necessary, but more symmetric (probably the reason they got added there as well). While this touches every header it shouldn't affect users (I hope). Also a few whitespace changes to unify whitespace usage a bit. And a bunch of spelling fixes in comments. git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6252 dfc29bdd-3216-0410-991c-e03cc46cb475
443 lines
14 KiB
C++
443 lines
14 KiB
C++
// Copyright (C) 2002-2012 Nikolaus Gebhardt / Thomas Alten
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// This file is part of the "Irrlicht Engine".
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// For conditions of distribution and use, see copyright notice in irrlicht.h
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#ifndef IRR_I_BURNING_SHADER_H_INCLUDED
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#define IRR_I_BURNING_SHADER_H_INCLUDED
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#include "SoftwareDriver2_compile_config.h"
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#include "IReferenceCounted.h"
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#include "irrMath.h"
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#include "irrMathFastCompat.h"
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#include "IImage.h"
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#include "S2DVertex.h"
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#include "rect.h"
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#include "CDepthBuffer.h"
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#include "S4DVertex.h"
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#include "irrArray.h"
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#include "SLight.h"
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#include "SMaterial.h"
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#include "os.h"
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#include "IMaterialRenderer.h"
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#include "IMaterialRendererServices.h"
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#include "IGPUProgrammingServices.h"
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namespace irr
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{
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namespace video
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{
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struct SBurningShaderLight
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{
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//SLight org;
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sVec4 pos; //light position input
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sVec4 pos4; //light position Model*View (Identity*View)
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E_LIGHT_TYPE Type;
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f32 linearAttenuation;
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f32 constantAttenuation;
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f32 quadraticAttenuation;
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sVec4 spotDirection;
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sVec4 spotDirection4;
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f32 spotCosCutoff;
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f32 spotCosInnerCutoff;
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f32 spotExponent;
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bool LightIsOn;
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sVec3Color AmbientColor;
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sVec3Color DiffuseColor;
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sVec3Color SpecularColor;
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};
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enum eTransformLightFlags
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{
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//ENABLED = 0x01,
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TL_SCISSOR = 0x02,
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TL_LIGHT = 0x04,
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TL_SPECULAR = 0x08,
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TL_FOG = 0x10,
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TL_NORMALIZE_NORMALS = 0x20,
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TL_TEXTURE_TRANSFORM = 0x40,
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TL_LIGHT_LOCAL_VIEWER = 0x80,
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TL_LIGHT0_IS_NORMAL_MAP = 0x100 //sVec4 Light Vector is used as normal or specular
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};
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struct SBurningShaderEyeSpace
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{
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SBurningShaderEyeSpace() {}
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virtual ~SBurningShaderEyeSpace() {}
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void reset ()
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{
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Light.set_used ( 0 );
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Global_AmbientLight.set ( 0.f );
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TL_Flag = TL_LIGHT_LOCAL_VIEWER;
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}
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void resetFog()
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{
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fog_scale = 0.f;
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//cam_distance = 0.f;
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}
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core::array<SBurningShaderLight> Light;
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sVec3Color Global_AmbientLight;
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//sVec4 cam_eye_pos; //Camera Position in eye Space (0,0,-1)
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//sVec4 cam_world_pos; //Camera Position in world Space
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//sVec4 vertex4; //eye coordinate position of vertex
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sVec4 normal; //transformed normal
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sVec4 vertex; //eye coordinate position of vertex projected
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//derivative of vertex
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//f32 cam_distance; // vertex.length();
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sVec4 cam_dir; //vertex.normalize();
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f32 fog_scale; // 1 / (fog.end-fog.start)
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size_t TL_Flag; // eTransformLightFlags
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};
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enum eBurningCullFlag
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{
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CULL_FRONT = 1,
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CULL_BACK = 2,
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CULL_INVISIBLE = 4, //primitive smaller than a pixel (AreaMinDrawSize)
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CULL_FRONT_AND_BACK = 8,
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};
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enum eBurningStencilOp
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{
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StencilOp_KEEP = 0x1E00,
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StencilOp_INCR = 0x1E02,
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StencilOp_DECR = 0x1E03
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};
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struct SBurningShaderMaterial
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{
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SMaterial org;
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SMaterial lastMaterial;
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bool resetRenderStates;
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E_MATERIAL_TYPE Fallback_MaterialType;
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SMaterial mat2D;
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//SMaterial save3D;
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size_t CullFlag; //eCullFlag
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u32 depth_write;
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u32 depth_test;
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sVec3Color AmbientColor;
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sVec3Color DiffuseColor;
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sVec3Color SpecularColor;
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sVec3Color EmissiveColor;
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};
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enum EBurningFFShader
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{
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ETR_FLAT = 0,
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ETR_FLAT_WIRE,
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ETR_GOURAUD,
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ETR_GOURAUD_WIRE,
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ETR_TEXTURE_FLAT,
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ETR_TEXTURE_FLAT_WIRE,
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ETR_TEXTURE_GOURAUD,
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ETR_TEXTURE_GOURAUD_WIRE,
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ETR_TEXTURE_GOURAUD_NOZ,
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ETR_TEXTURE_GOURAUD_ADD,
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ETR_TEXTURE_GOURAUD_ADD_NO_Z,
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ETR_TEXTURE_GOURAUD_VERTEX_ALPHA,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M1,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M2,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_M4,
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ETR_TEXTURE_LIGHTMAP_M4,
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ETR_TEXTURE_GOURAUD_DETAIL_MAP,
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ETR_TEXTURE_GOURAUD_LIGHTMAP_ADD,
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ETR_GOURAUD_NOZ,
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//ETR_GOURAUD_ALPHA,
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ETR_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ,
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ETR_TEXTURE_GOURAUD_ALPHA_NOZ_NOPERSPECTIVE_CORRECT,
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ETR_NORMAL_MAP_SOLID,
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ETR_STENCIL_SHADOW,
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ETR_TEXTURE_BLEND,
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ETR_TRANSPARENT_REFLECTION_2_LAYER,
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ETR_COLOR,
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//ETR_REFERENCE,
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ETR_INVALID,
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ETR2_COUNT
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};
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typedef enum
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{
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BL_VERTEX_PROGRAM = 1,
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BL_FRAGMENT_PROGRAM = 2,
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BL_TYPE_FLOAT = 4,
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BL_TYPE_INT = 8,
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BL_TYPE_UINT = 16,
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BL_VERTEX_FLOAT = (BL_VERTEX_PROGRAM | BL_TYPE_FLOAT),
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BL_VERTEX_INT = (BL_VERTEX_PROGRAM | BL_TYPE_INT),
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BL_VERTEX_UINT = (BL_VERTEX_PROGRAM | BL_TYPE_UINT),
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BL_FRAGMENT_FLOAT = (BL_FRAGMENT_PROGRAM | BL_TYPE_FLOAT),
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BL_FRAGMENT_INT = (BL_FRAGMENT_PROGRAM | BL_TYPE_INT),
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BL_FRAGMENT_UINT = (BL_FRAGMENT_PROGRAM | BL_TYPE_UINT),
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BL_ACTIVE_UNIFORM_MAX_LENGTH = 28
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} EBurningUniformFlags;
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struct BurningUniform
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{
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c8 name[BL_ACTIVE_UNIFORM_MAX_LENGTH];
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u32 type; //EBurningUniformFlags
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//int location; // UniformLocation is index
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f32 data[16]; // simple LocalParameter
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bool operator==(const BurningUniform& other) const
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{
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return tiny_istoken(name, other.name);
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}
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};
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class CBurningVideoDriver;
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class IBurningShader : public IMaterialRenderer, public IMaterialRendererServices
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{
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public:
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//! Constructor
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IBurningShader(CBurningVideoDriver* driver);
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//! Constructor
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IBurningShader(
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CBurningVideoDriver* driver,
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s32& outMaterialTypeNr,
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const c8* vertexShaderProgram = 0,
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const c8* vertexShaderEntryPointName = 0,
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E_VERTEX_SHADER_TYPE vsCompileTarget = video::EVST_VS_1_1,
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const c8* pixelShaderProgram = 0,
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const c8* pixelShaderEntryPointName = 0,
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E_PIXEL_SHADER_TYPE psCompileTarget = video::EPST_PS_1_1,
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const c8* geometryShaderProgram = 0,
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const c8* geometryShaderEntryPointName = "main",
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E_GEOMETRY_SHADER_TYPE gsCompileTarget = EGST_GS_4_0,
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scene::E_PRIMITIVE_TYPE inType = scene::EPT_TRIANGLES,
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scene::E_PRIMITIVE_TYPE outType = scene::EPT_TRIANGLE_STRIP,
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u32 verticesOut = 0,
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IShaderConstantSetCallBack* callback = 0,
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E_MATERIAL_TYPE baseMaterial = EMT_SOLID,
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s32 userData = 0);
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//! destructor
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virtual ~IBurningShader();
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//! sets a render target
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virtual void setRenderTarget(video::IImage* surface, const core::rect<s32>& viewPort, const interlaced_control interlaced);
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//! sets the Texture
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virtual void setTextureParam( const size_t stage, video::CSoftwareTexture2* texture, s32 lodFactor);
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virtual void drawTriangle(const s4DVertex* burning_restrict a, const s4DVertex* burning_restrict b, const s4DVertex* burning_restrict c) {};
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virtual void drawLine ( const s4DVertex *a,const s4DVertex *b);
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virtual void drawPoint(const s4DVertex *a);
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void drawWireFrameTriangle ( const s4DVertex *a,const s4DVertex *b,const s4DVertex *c );
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virtual void OnSetMaterial( const SBurningShaderMaterial& material ) {};
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void pushEdgeTest(const int wireFrame,const int point,int save)
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{
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if ( save ) EdgeTestPass_stack = EdgeTestPass;
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EdgeTestPass = point ? edge_test_point : wireFrame ? edge_test_left : edge_test_pass;
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}
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void popEdgeTest() { EdgeTestPass = EdgeTestPass_stack; }
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virtual bool canWireFrame () { return false; }
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virtual bool canPointCloud() { return false; }
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void setStencilOp(eBurningStencilOp sfail, eBurningStencilOp dpfail, eBurningStencilOp dppass);
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//IMaterialRenderer
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virtual void OnSetMaterial(const SMaterial& material, const SMaterial& lastMaterial,
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bool resetAllRenderstates, IMaterialRendererServices* services) IRR_OVERRIDE;
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virtual bool OnRender(IMaterialRendererServices* service, E_VERTEX_TYPE vtxtype) IRR_OVERRIDE;
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virtual void OnUnsetMaterial() IRR_OVERRIDE;
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//! Returns if the material is transparent.
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virtual bool isTransparent() const IRR_OVERRIDE;
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//! Access the callback provided by the users when creating shader materials
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virtual IShaderConstantSetCallBack* getShaderConstantSetCallBack() const IRR_OVERRIDE;
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// implementations for the render services
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virtual void setBasicRenderStates(const SMaterial& material, const SMaterial& lastMaterial, bool resetAllRenderstates) IRR_OVERRIDE;
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virtual s32 getVertexShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual s32 getPixelShaderConstantID(const c8* name) IRR_OVERRIDE;
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virtual void setVertexShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) IRR_OVERRIDE;
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virtual void setPixelShaderConstant(const f32* data, s32 startRegister, s32 constantAmount = 1) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setVertexShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const f32* floats, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const s32* ints, int count) IRR_OVERRIDE;
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virtual bool setPixelShaderConstant(s32 index, const u32* ints, int count) IRR_OVERRIDE;
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virtual IVideoDriver* getVideoDriver() IRR_OVERRIDE;
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#if defined(PATCH_SUPERTUX_8_0_1_with_1_9_0)
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virtual bool setVertexShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), floats, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setVertexShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setVertexShaderConstant(getVertexShaderConstantID(name), ints, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const f32* floats, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), floats, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const bool* bools, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), (const s32*)bools, count);
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}
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virtual bool setPixelShaderConstant(const c8* name, const s32* ints, int count)
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{
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return setPixelShaderConstant(getPixelShaderConstantID(name), ints, count);
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}
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#endif
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//used if no color interpolation is defined
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void setPrimitiveColor(const video::SColor& color)
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{
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PrimitiveColor = color_to_sample(color);
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}
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void setTLFlag(size_t in /*eTransformLightFlags*/)
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{
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TL_Flag = in;
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}
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void setFog(SColor color_fog)
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{
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fog_color_sample = color_to_sample(color_fog);
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color_to_fix(fog_color, fog_color_sample);
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}
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void setScissor(const AbsRectangle& scissor)
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{
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Scissor = scissor;
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}
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protected:
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void constructor_IBurningShader(CBurningVideoDriver* driver);
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CBurningVideoDriver *Driver;
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IShaderConstantSetCallBack* CallBack;
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E_MATERIAL_TYPE BaseMaterial;
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s32 UserData;
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core::array<BurningUniform> UniformInfo;
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s32 getShaderConstantID(EBurningUniformFlags program, const c8* name);
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bool setShaderConstantID(EBurningUniformFlags flags, s32 index, const void* data, size_t u32_count);
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video::CImage* RenderTarget;
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CDepthBuffer* DepthBuffer;
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CStencilBuffer* Stencil;
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tVideoSample ColorMask;
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sInternalTexture IT[ BURNING_MATERIAL_MAX_TEXTURES ];
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static const tFixPointu dithermask[ 4 * 4];
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//draw degenerate triangle as line (left edge) drawTriangle -> holes,drawLine dda/bresenham
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size_t EdgeTestPass; //edge_test_flag
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size_t EdgeTestPass_stack;
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interlaced_control Interlaced; // passed from driver
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eBurningStencilOp stencilOp[4];
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tFixPoint AlphaRef;
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int RenderPass_ShaderIsTransparent;
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sScanConvertData ALIGN(16) scan;
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sScanLineData line;
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tVideoSample PrimitiveColor; //used if no color interpolation is defined
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size_t /*eTransformLightFlags*/ TL_Flag;
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tFixPoint fog_color[4];
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tVideoSample fog_color_sample;
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AbsRectangle Scissor;
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inline tVideoSample color_to_sample(const video::SColor& color) const
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{
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//RenderTarget->getColorFormat()
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#if SOFTWARE_DRIVER_2_RENDERTARGET_COLOR_FORMAT == ECF_A8R8G8B8
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return color.color;
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#else
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return color.toA1R5G5B5();
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#endif
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}
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};
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IBurningShader* createTriangleRendererTextureGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M1(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGTextureLightMap2_M4(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureLightMap2_Add(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureDetailMap2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureVertexAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraud2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudAlpha2(CBurningVideoDriver* driver);
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IBurningShader* createTRGouraudAlphaNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererGouraudWire2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTextureFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlat2(CBurningVideoDriver* driver);
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IBurningShader* createTRFlatWire2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAdd2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAddNoZ2(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlpha(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureGouraudAlphaNoZ(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRTextureInverseAlphaBlend(CBurningVideoDriver* driver);
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IBurningShader* createTRNormalMap(CBurningVideoDriver* driver);
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IBurningShader* createTRStencilShadow(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererReference(CBurningVideoDriver* driver);
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IBurningShader* createTriangleRendererTexture_transparent_reflection_2_layer(CBurningVideoDriver* driver);
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IBurningShader* create_burning_shader_color(CBurningVideoDriver* driver);
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} // end namespace video
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} // end namespace irr
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#endif
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