#ifndef VERTEXLITGENERIC_DX11_SHARED_H_ #define VERTEXLITGENERIC_DX11_SHARED_H_ struct VertexLitAndUnlitGeneric_t { // Vertex shader float4 cBaseTexCoordTransform[2]; float4 cDetailTexCoordTransform[2]; float4 cSeamlessScale; float4 cMorphSubrect; float4 cMorphTargetTextureDim; float4 cModulationColor; // Pixel shader float4 g_DetailTint; float4 g_GlowParameters; float4 g_GlowColor; float4 g_DistanceAlphaParams; float4 g_OutlineColor; float4 g_OutlineParams; float4 g_EnvmapSaturation_SelfIllumMask; float4 g_EnvmapTint_TintReplaceFactor; float4 g_SelfIllumScaleBiasExpBrightness; float4 g_EnvmapContrast_ShadowTweaks; float4 g_SelfIllumTint_and_BlendFactor; float4 g_DepthFeatheringConstants; int4 g_ShaderControls; // Pixel shader (phong) float4 g_FresnelSpecParams; float4 g_SpecularRimParams; // RimBoost_RimMaskControl_BaseMapAlphaPhongMask_InvertPhongMask float4 g_RimPhongParams; float4 g_SpecExponent; int4 g_DetailBlendMode; float4 g_FogParams; float4 g_FogColor; float g_AlphaTestRef; }; #endif //#ifndef VERTEXLITGENERIC_DX11_SHARED_H_