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120 lines
3.5 KiB
120 lines
3.5 KiB
4 years ago
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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#include "hsTypes.h"
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#include "plShaderTable.h"
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#include "plShader.h"
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using namespace plShaderID;
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///////////////////////////////////////////////////////////////////////
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// Includes for compiled shaders
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///////////////////////////////////////////////////////////////////////
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#include "vs_WaveFixedFin6.h"
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#include "ps_WaveFixed.h"
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#include "vs_CompCosines.h"
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#include "ps_CompCosines.h"
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#include "vs_ShoreLeave6.h"
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#include "ps_ShoreLeave6.h"
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#include "vs_WaveRip.h"
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#include "ps_WaveRip.h"
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#include "vs_WaveDec1Lay.h"
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#include "vs_WaveDec2Lay11.h"
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#include "vs_WaveDec2Lay12.h"
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#include "vs_WaveDecEnv.h"
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#include "ps_CbaseAbase.h"
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#include "ps_CalphaAbase.h"
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#include "ps_CalphaAMult.h"
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#include "ps_CalphaAadd.h"
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#include "ps_CaddAbase.h"
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#include "ps_CaddAMult.h"
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#include "ps_CaddAAdd.h"
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#include "ps_CmultAbase.h"
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#include "ps_CmultAMult.h"
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#include "ps_CmultAAdd.h"
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#include "ps_WaveDecEnv.h"
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#include "vs_WaveGraph2.h"
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#include "ps_WaveGraph.h"
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#include "vs_WaveGridFin.h"
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#include "ps_WaveGrid.h"
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#include "vs_BiasNormals.h"
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#include "ps_BiasNormals.h"
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#include "vs_ShoreLeave7.h"
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#include "vs_WaveRip7.h"
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#include "ps_MoreCosines.h"
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#include "vs_WaveDec1Lay_7.h"
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#include "vs_WaveDec2Lay11_7.h"
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#include "vs_WaveDec2Lay12_7.h"
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#include "vs_WaveDecEnv_7.h"
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#include "vs_WaveFixedFin7.h"
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#include "vs_GrassShader.h"
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#include "ps_GrassShader.h"
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plShaderTableInst::plShaderTableInst()
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: fFlags(0)
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{
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}
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plShaderTableInst::~plShaderTableInst()
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{
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}
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void plShaderTableInst::Register(const plShaderDecl* decl)
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{
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hsAssert(decl->GetID() && (decl->GetID() < plShaderID::kNumShaders), "Unexpected registration");
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fTable[decl->GetID()] = decl;
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}
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plShaderTableInst& plShaderTable::IMakeInstance()
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{
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static plShaderTableInst inst;
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fInst = &inst;
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return *fInst;
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}
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plShaderTableInst* plShaderTable::fInst;
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