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@ -215,11 +215,11 @@ public:
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* **********************************
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* **********************************
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*/
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*/
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// --------------------------------------------------
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// --------------------------------------------------
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class CShader
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class CD3DShaderFX
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{
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{
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public:
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public:
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CShader();
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CD3DShaderFX();
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~CShader();
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~CD3DShaderFX();
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// Load a shader file
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// Load a shader file
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bool loadShaderFile (const char *filename);
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bool loadShaderFile (const char *filename);
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@ -1236,7 +1236,7 @@ public:
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* ColorOp[n] = DISABLE;
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* ColorOp[n] = DISABLE;
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* AlphaOp[n] = DISABLE;
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* AlphaOp[n] = DISABLE;
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*/
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*/
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bool activeShader(CShader *shd);
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bool activeShader(CD3DShaderFX *shd);
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// Bench
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// Bench
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virtual void startBench (bool wantStandardDeviation = false, bool quick = false, bool reset = true);
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virtual void startBench (bool wantStandardDeviation = false, bool quick = false, bool reset = true);
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@ -2165,7 +2165,7 @@ public:
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void releaseInternalShaders();
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void releaseInternalShaders();
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bool setShaderTexture (uint textureHandle, ITexture *texture, CFXCache *cache);
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bool setShaderTexture (uint textureHandle, ITexture *texture, CFXCache *cache);
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bool validateShader(CShader *shader);
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bool validateShader(CD3DShaderFX *shader);
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void activePass (uint pass)
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void activePass (uint pass)
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{
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{
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@ -2573,7 +2573,7 @@ private:
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CIndexBuffer _QuadIndexesAGP;
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CIndexBuffer _QuadIndexesAGP;
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// The last setuped shader
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// The last setuped shader
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CShader *_CurrentShader;
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CD3DShaderFX *_CurrentShader;
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UINT _CurrentShaderPassCount;
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UINT _CurrentShaderPassCount;
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public:
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public:
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struct CTextureRef
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struct CTextureRef
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@ -2598,29 +2598,29 @@ private:
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CRenderVariable *_ModifiedRenderState;
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CRenderVariable *_ModifiedRenderState;
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// Internal shaders
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// Internal shaders
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CShader _ShaderLightmap0;
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CD3DShaderFX _ShaderLightmap0;
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CShader _ShaderLightmap1;
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CD3DShaderFX _ShaderLightmap1;
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CShader _ShaderLightmap2;
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CD3DShaderFX _ShaderLightmap2;
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CShader _ShaderLightmap3;
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CD3DShaderFX _ShaderLightmap3;
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CShader _ShaderLightmap4;
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CD3DShaderFX _ShaderLightmap4;
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CShader _ShaderLightmap0Blend;
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CD3DShaderFX _ShaderLightmap0Blend;
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CShader _ShaderLightmap1Blend;
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CD3DShaderFX _ShaderLightmap1Blend;
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CShader _ShaderLightmap2Blend;
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CD3DShaderFX _ShaderLightmap2Blend;
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CShader _ShaderLightmap3Blend;
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CD3DShaderFX _ShaderLightmap3Blend;
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CShader _ShaderLightmap4Blend;
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CD3DShaderFX _ShaderLightmap4Blend;
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CShader _ShaderLightmap0X2;
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CD3DShaderFX _ShaderLightmap0X2;
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CShader _ShaderLightmap1X2;
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CD3DShaderFX _ShaderLightmap1X2;
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CShader _ShaderLightmap2X2;
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CD3DShaderFX _ShaderLightmap2X2;
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CShader _ShaderLightmap3X2;
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CD3DShaderFX _ShaderLightmap3X2;
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CShader _ShaderLightmap4X2;
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CD3DShaderFX _ShaderLightmap4X2;
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CShader _ShaderLightmap0BlendX2;
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CD3DShaderFX _ShaderLightmap0BlendX2;
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CShader _ShaderLightmap1BlendX2;
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CD3DShaderFX _ShaderLightmap1BlendX2;
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CShader _ShaderLightmap2BlendX2;
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CD3DShaderFX _ShaderLightmap2BlendX2;
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CShader _ShaderLightmap3BlendX2;
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CD3DShaderFX _ShaderLightmap3BlendX2;
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CShader _ShaderLightmap4BlendX2;
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CD3DShaderFX _ShaderLightmap4BlendX2;
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CShader _ShaderCloud;
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CD3DShaderFX _ShaderCloud;
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CShader _ShaderWaterNoDiffuse;
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CD3DShaderFX _ShaderWaterNoDiffuse;
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CShader _ShaderWaterDiffuse;
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CD3DShaderFX _ShaderWaterDiffuse;
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// Backup frame buffer
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// Backup frame buffer
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