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https://github.com/Eragon-Brisingr/UShaderLab.git
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45 lines
2.0 KiB
Plaintext
45 lines
2.0 KiB
Plaintext
// GENERATED by `ShaderLab.IDE.Prepare` — do not edit by hand.
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// Authoring umbrella header: include this from every .usl for IDE completion.
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// At real shader-compile time this header is NOT included (the parser strips it);
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// the UE:: stubs below are for the editor only.
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#pragma once
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#include "/Plugin/ShaderLab/ShaderLabDSL.ush"
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#include "/Plugin/ShaderLab/Private/ShaderLabCommon.ush"
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namespace UE
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{
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float3 ActorPositionWS() { return (float3)0; }
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float3 CameraPositionWS() { return (float3)0; }
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float3 CameraVectorWS() { return (float3)0; }
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float DeltaTime() { return (float)0; }
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float2 LightmapUVs() { return (float2)0; }
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float3 LightVector() { return (float3)0; }
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float3 LocalPosition() { return (float3)0; }
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float3 ObjectBounds() { return (float3)0; }
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float3 ObjectLocalBounds() { return (float3)0; }
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float3 ObjectOrientation() { return (float3)0; }
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float3 ObjectPositionWS() { return (float3)0; }
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float ObjectRadius() { return (float)0; }
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float4 ParticleColor() { return (float4)0; }
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float PerInstanceCustomData(int DataIndex, float ConstDefaultValue = 0) { return (float)0; }
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float PerInstanceFadeAmount() { return (float)0; }
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float PerInstanceRandom() { return (float)0; }
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float PixelDepth() { return (float)0; }
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float3 PixelNormalWS() { return (float3)0; }
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float3 PreSkinnedLocalBounds() { return (float3)0; }
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float3 PreSkinnedNormal() { return (float3)0; }
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float3 PreSkinnedPosition() { return (float3)0; }
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float2 ScreenPosition() { return (float2)0; }
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// UV channel `Index`, optionally tiled.
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float2 TextureCoordinate(int Index, float UTiling = 1, float VTiling = 1) { return (float2)0; }
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float Time() { return (float)0; }
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float TwoSidedSign() { return (float)0; }
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float4 VertexColor() { return (float4)0; }
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float3 VertexNormalWS() { return (float3)0; }
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float3 VertexTangentWS() { return (float3)0; }
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// Property is an EMaterialExposedViewProperty token (e.g. MEVP_FieldOfView).
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float4 ViewProperty(int Property) { return (float4)0; }
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float3 WorldPosition() { return (float3)0; }
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}
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