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include
vrvOsg
DtVirtualProgramExecutionPriority.h
Go to the documentation of this file.
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/*****************************************************************************
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* Copyright (c) 2017 MAK Technologies, Inc.
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* All rights reserved.
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*****************************************************************************/
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#pragma once
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#include <float.h>
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namespace
makVrv
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{
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namespace
DtVirtualProgramExecutionPriority
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{
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const
static
float
GlobalVertexModel
= -1.0f;
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const
static
float
EmissivityMapVertexModel
= 2.0f;
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const
static
float
LightMapVertexModel
= 2.0f;
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const
static
float
SkidmarkMapVertexModel
= 2.0f;
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const
static
float
DetailMapVertexModel
= 2.0f;
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const
static
float
ContaminantMapVertexModel
= 2.0f;
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const
static
float
CharacterEntityVertexModel
= 2.0f;
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const
static
float
InstancingVertexModel
= 2.0f;
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const
static
float
SensorFXVertexModel
= 2000.0f;
//SensorFX needs to go very last
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const
static
float
GlobalVertexView
= -1.0f;
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const
static
float
FogVertexView
= 2.0f;
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const
static
float
AmbientOcclusionMapVertexView
= 2.0f;
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const
static
float
FlowMapVertexView
= 2.0f;
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const
static
float
BumpMapVertexView
= 2.0f;
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const
static
float
NormalMapVertexView
= 2.0f;
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const
static
float
LightingVertexView
= 2.0f;
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const
static
float
ReflectivityMapVertexView
= 2.0f;
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const
static
float
CloudShadowMapVertexView
= 2.0f;
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const
static
float
SpecularMapVertexView
= 2.0f;
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const
static
float
InstancingLightPointVertexView
= 2.0f;
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const
static
float
InstancingVertexView
= 2.0f;
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const
static
float
ShadowMapVertexView
= 3.0f;
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const
static
float
ArticulatedModelVertexView
= 4.0f;
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const
static
float
GlobalVertexClip
= 2.0f;
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const
static
float
GlobalFragmentColoring
= 2.0f;
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const
static
float
LightingFragmentColoring
= 3.0f;
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const
static
float
AmbientOcclusionMapFragmentColoring
= 4.0f;
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const
static
float
EmissivityMapFragmentColoring
= 4.0f;
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const
static
float
NormalMapFragmentColoring
= 4.0f;
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const
static
float
BumpMapFragmentColoring
= 4.0f;
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const
static
float
SpecularMapFragmentColoring
= 4.0f;
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const
static
float
CharacterEntityFragmentColoring
= 4.0f;
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const
static
float
ReflectivityMapFragmentColoring
= 5.0f;
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const
static
float
LightMapFragmentColoring
= 5.0f;
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const
static
float
SkidmarkMapFragmentColoring
= 5.0f;
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const
static
float
DetailMapFragmentColoring
= 5.0f;
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const
static
float
ContaminantMapFragmentColoring
= 5.0f;
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const
static
float
LightingDebugFragmentColoring
= 5.0f;
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const
static
float
ShadowMapFragmentLighting
= -25.0f;
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const
static
float
CloudShadowMapFragmentLighting
= -24.0f;
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const
static
float
PreLitNightTextureFragmentLighting
= 1.75f;
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const
static
float
CharacterEntityPreLighting
= 1.8f;
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const
static
float
GlobalFragmentLighting
= 2.0f;
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const
static
float
LightingFragmentLighting
= 2.0f;
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const
static
float
InstancedLightPointFragmentLighting
= 2.0f;
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const
static
float
FlowMapFragmentLighting
= 4.0f;
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const
static
float
NightTextureFragmentLighting
= 5.0f;
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const
static
float
ShadowMapVisualizeFragmentLighting
= 25.0f;
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const
static
float
CharacterEntityFragmentLighting
= 200.0f;
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const
static
float
FogFragmentLighting
= 1000.0f;
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const
static
float
SensorFXFragmentLighting
= 2000.0f;
//SensorFX needs to go very last
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const
static
float
GlobalFragmentOutput
= 2.0f;
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}
//DtVirtualProgramExecutionPriority::
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}
//makVrv::
Document ID: Generated on Thu Apr 12 03:15:37 EDT 2018 from SVN revision 187986
Copyright © 2005-2018 VT MÄK. All Rights Reserved (
www.mak.com
)