enum VertexShaderType2 { VS2_None = 0, VS2_start_shadows, VS2_VVatc = 1, VS2_end_shadows = 1, VS2_start_blurs, VS2_end_blurs = 1, VS2_start_cmatrix, VS2_end_cmatrix = 1, VS2_Count, }; static const void* VShaderBinaries2[VS2_Count] = { NULL, pBinary_VVatc, }; enum VertexShader2Uniform { VSU_mvp, VSU_Count }; static const int VUniforms_VVatc[] = {0}; static const int* VShaderUniforms[VS2_Count] = { NULL, VUniforms_VVatc, }; enum FragShaderType2 { FS2_None = 0, FS2_start_shadows, FS2_FBox2InnerShadow = 1, FS2_FBox2InnerShadowHighlight, FS2_FBox2InnerShadowMul, FS2_FBox2InnerShadowMulHighlight, FS2_FBox2InnerShadowKnockout, FS2_FBox2InnerShadowKnockoutHighlight, FS2_FBox2InnerShadowKnockoutMul, FS2_FBox2InnerShadowKnockoutMulHighlight, FS2_FBox2Shadow, FS2_FBox2ShadowHighlight, FS2_FBox2ShadowMul, FS2_FBox2ShadowMulHighlight, FS2_FBox2ShadowKnockout, FS2_FBox2ShadowKnockoutHighlight, FS2_FBox2ShadowKnockoutMul, FS2_FBox2ShadowKnockoutMulHighlight, FS2_FBox2Shadowonly, FS2_FBox2ShadowonlyHighlight, FS2_FBox2ShadowonlyMul, FS2_FBox2ShadowonlyMulHighlight, FS2_end_shadows = 20, FS2_start_blurs, FS2_FBox1Blur = 21, FS2_FBox2Blur, FS2_FBox1BlurMul, FS2_FBox2BlurMul, FS2_end_blurs = 24, FS2_start_cmatrix, FS2_FCMatrix = 25, FS2_FCMatrixMul, FS2_end_cmatrix = 26, FS2_Count, FS2_shadows_Highlight = 0x00000001, FS2_shadows_Mul = 0x00000002, FS2_shadows_Knockout = 0x00000004, FS2_blurs_Box2 = 0x00000001, FS2_blurs_Mul = 0x00000002, FS2_cmatrix_Mul = 0x00000001, }; static const void* FShaderBinaries2[FS2_Count] = { NULL, pBinary_FBox2InnerShadow, pBinary_FBox2InnerShadowHighlight, pBinary_FBox2InnerShadowMul, pBinary_FBox2InnerShadowMulHighlight, pBinary_FBox2InnerShadowKnockout, pBinary_FBox2InnerShadowKnockoutHighlight, pBinary_FBox2InnerShadowKnockoutMul, pBinary_FBox2InnerShadowKnockoutMulHighlight, pBinary_FBox2Shadow, pBinary_FBox2ShadowHighlight, pBinary_FBox2ShadowMul, pBinary_FBox2ShadowMulHighlight, pBinary_FBox2ShadowKnockout, pBinary_FBox2ShadowKnockoutHighlight, pBinary_FBox2ShadowKnockoutMul, pBinary_FBox2ShadowKnockoutMulHighlight, pBinary_FBox2Shadowonly, pBinary_FBox2ShadowonlyHighlight, pBinary_FBox2ShadowonlyMul, pBinary_FBox2ShadowonlyMulHighlight, pBinary_FBox1Blur, pBinary_FBox2Blur, pBinary_FBox1BlurMul, pBinary_FBox2BlurMul, pBinary_FCMatrix, pBinary_FCMatrixMul, }; enum FragShader2Uniform { FSU_cxadd, FSU_cxmul, FSU_fsize, FSU_offset, FSU_scolor, FSU_scolor2, FSU_srctex, FSU_srctexscale, FSU_tex, FSU_texscale, FSU_Count }; static const int FUniforms_FBox2InnerShadow[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowMul[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowMulHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowKnockout[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowKnockoutHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowKnockoutMul[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2InnerShadowKnockoutMulHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2Shadow[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowMul[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowMulHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowKnockout[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowKnockoutHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowKnockoutMul[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2ShadowKnockoutMulHighlight[] = {0, 1, 2, 3, 4, 5, 0, 6, 1, 7}; static const int FUniforms_FBox2Shadowonly[] = {0, 1, 2, 3, 4, -1, -1, -1, 0, 5}; static const int FUniforms_FBox2ShadowonlyHighlight[] = {0, 1, 2, 3, 4, -1, -1, -1, 0, 5}; static const int FUniforms_FBox2ShadowonlyMul[] = {0, 1, 2, 3, 4, -1, -1, -1, 0, 5}; static const int FUniforms_FBox2ShadowonlyMulHighlight[] = {0, 1, 2, 3, 4, -1, -1, -1, 0, 5}; static const int FUniforms_FBox1Blur[] = {0, 1, 2, -1, -1, -1, -1, -1, 0, 3}; static const int FUniforms_FBox2Blur[] = {0, 1, 2, -1, -1, -1, -1, -1, 0, 3}; static const int FUniforms_FBox1BlurMul[] = {0, 1, 2, -1, -1, -1, -1, -1, 0, 3}; static const int FUniforms_FBox2BlurMul[] = {0, 1, 2, -1, -1, -1, -1, -1, 0, 3}; static const int FUniforms_FCMatrix[] = {0, 1, -1, -1, -1, -1, -1, -1, 0, -1}; static const int FUniforms_FCMatrixMul[] = {0, 1, -1, -1, -1, -1, -1, -1, 0, -1}; static const int* FShaderUniforms[FS2_Count] = { NULL, FUniforms_FBox2InnerShadow, FUniforms_FBox2InnerShadowHighlight, FUniforms_FBox2InnerShadowMul, FUniforms_FBox2InnerShadowMulHighlight, FUniforms_FBox2InnerShadowKnockout, FUniforms_FBox2InnerShadowKnockoutHighlight, FUniforms_FBox2InnerShadowKnockoutMul, FUniforms_FBox2InnerShadowKnockoutMulHighlight, FUniforms_FBox2Shadow, FUniforms_FBox2ShadowHighlight, FUniforms_FBox2ShadowMul, FUniforms_FBox2ShadowMulHighlight, FUniforms_FBox2ShadowKnockout, FUniforms_FBox2ShadowKnockoutHighlight, FUniforms_FBox2ShadowKnockoutMul, FUniforms_FBox2ShadowKnockoutMulHighlight, FUniforms_FBox2Shadowonly, FUniforms_FBox2ShadowonlyHighlight, FUniforms_FBox2ShadowonlyMul, FUniforms_FBox2ShadowonlyMulHighlight, FUniforms_FBox1Blur, FUniforms_FBox2Blur, FUniforms_FBox1BlurMul, FUniforms_FBox2BlurMul, FUniforms_FCMatrix, FUniforms_FCMatrixMul, }; static VertexShaderType2 VShaderForFShader[FS2_Count] = { VS2_None, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, VS2_VVatc, };