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37 lines
1.3 KiB
C
37 lines
1.3 KiB
C
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#ifndef __ANIM_H
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#define __ANIM_H
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extern DWORD WeightedMeshVS_VXC_1Weight;
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extern DWORD WeightedMeshVS_VXC_2Weight;
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extern DWORD WeightedMeshVS_VXC_3Weight;
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extern DWORD WeightedMeshVS_VXC_Specular_1Weight;
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extern DWORD WeightedMeshVS_VXC_Specular_2Weight;
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extern DWORD WeightedMeshVS_VXC_Specular_3Weight;
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extern DWORD WeightedMeshVS_VXC_1Weight_UVTransform;
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extern DWORD WeightedMeshVS_VXC_2Weight_UVTransform;
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extern DWORD WeightedMeshVS_VXC_3Weight_UVTransform;
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extern DWORD WeightedMeshVS_VXC_1Weight_SBPassThru;
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extern DWORD WeightedMeshVS_VXC_2Weight_SBPassThru;
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extern DWORD WeightedMeshVS_VXC_3Weight_SBPassThru;
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extern DWORD WeightedMeshVertexShader_SBWrite;
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extern DWORD BillboardScreenAlignedVS;
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extern DWORD ParticleFlatVS;
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extern DWORD ParticleNewFlatVS;
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extern DWORD ParticleNewFlatPointSpriteVS;
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extern DWORD ShadowBufferStaticGeomVS;
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namespace NxXbox
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{
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DWORD GetVertexShader( bool vertex_colors, bool specular, uint32 max_weights_used );
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void CreateWeightedMeshVertexShaders( void );
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void startup_weighted_mesh_vertex_shader( void );
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void setup_weighted_mesh_vertex_shader( void *p_root_matrix, void *p_bone_matrices, int num_bone_matrices );
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void shutdown_weighted_mesh_vertex_shader( void );
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} // namespace NxXbox
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#endif // __ANIM_H
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