39 lines
2.8 KiB
C#
39 lines
2.8 KiB
C#
using UnityEngine;
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/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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namespace Rukhanka
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{
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public partial class MeshDeformationSystem
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{
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readonly int ShaderID_inputVertexSizeInBytes = Shader.PropertyToID("inputVertexSizeInBytes");
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readonly int ShaderID_outDataVertexOffset = Shader.PropertyToID("outDataVertexOffset");
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readonly int ShaderID_totalMeshVertices = Shader.PropertyToID("totalMeshVertices");
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readonly int ShaderID_meshVertexData = Shader.PropertyToID("meshVertexData");
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readonly int ShaderID_outInitialDeformedMeshData = Shader.PropertyToID("outInitialDeformedMeshData");
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readonly int ShaderID_meshBonesPerVertexData = Shader.PropertyToID("meshBonesPerVertexData");
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readonly int ShaderID_inputBonesWeightsDataOffset = Shader.PropertyToID("inputBonesWeightsDataOffset");
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readonly int ShaderID_outBonesWeightsDataOffset = Shader.PropertyToID("outBonesWeightsDataOffset");
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readonly int ShaderID_frameDeformedMeshes = Shader.PropertyToID("frameDeformedMeshes");
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readonly int ShaderID_outFramePerVertexWorkload = Shader.PropertyToID("outFramePerVertexWorkload");
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readonly int ShaderID_framePerVertexWorkload = Shader.PropertyToID("framePerVertexWorkload");
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readonly int ShaderID_inputMeshVertexData = Shader.PropertyToID("inputMeshVertexData");
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readonly int ShaderID_inputBoneInfluences = Shader.PropertyToID("inputBoneInfluences");
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readonly int ShaderID_inputBlendShapes = Shader.PropertyToID("inputBlendShapes");
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readonly int ShaderID_frameSkinMatrices = Shader.PropertyToID("frameSkinMatrices");
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readonly int ShaderID_frameBlendShapeWeights = Shader.PropertyToID("frameBlendShapeWeights");
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readonly int ShaderID_outDeformedVertices = Shader.PropertyToID("outDeformedVertices");
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readonly int ShaderID_totalDeformedMeshesCount = Shader.PropertyToID("totalDeformedMeshesCount");
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readonly int ShaderID_totalSkinnedVerticesCount = Shader.PropertyToID("totalSkinnedVerticesCount");
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readonly int ShaderID_voidMeshVertexCount = Shader.PropertyToID("voidMeshVertexCount");
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readonly int ShaderID_currentSkinnedVertexOffset = Shader.PropertyToID("currentSkinnedVertexOffset");
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readonly int ShaderID_DeformedMeshData = Shader.PropertyToID("_DeformedMeshData");
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readonly int ShaderID_PreviousFrameDeformedMeshData = Shader.PropertyToID("_PreviousFrameDeformedMeshData");
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readonly int ShaderID_meshBlendShapesBuffer = Shader.PropertyToID("meshBlendShapesBuffer");
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readonly int ShaderID_outInitialMeshBlendShapesData = Shader.PropertyToID("outInitialMeshBlendShapesData");
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readonly int ShaderID_inputBlendShapeVerticesCount = Shader.PropertyToID("inputBlendShapeVerticesCount");
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readonly int ShaderID_inputBlendShapeVertexOffset = Shader.PropertyToID("inputBlendShapeVertexOffset");
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readonly int ShaderID_outBlendShapeVertexOffset = Shader.PropertyToID("outBlendShapeVertexOffset");
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}
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}
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