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