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#region File Description
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//-----------------------------------------------------------------------------
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// EnvironmentMapEffect.cs
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//
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// Microsoft XNA Community Game Platform
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// Copyright (C) Microsoft Corporation. All rights reserved.
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//-----------------------------------------------------------------------------
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#endregion
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#region Using Statements
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using System;
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#endregion
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namespace Microsoft.Xna.Framework.Graphics
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{
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/// <summary>
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/// Built-in effect that supports environment mapping.
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/// </summary>
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public class EnvironmentMapEffect : Effect, IEffectMatrices, IEffectLights, IEffectFog
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{
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#region Effect Parameters
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EffectParameter textureParam;
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EffectParameter environmentMapParam;
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EffectParameter environmentMapAmountParam;
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EffectParameter environmentMapSpecularParam;
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EffectParameter fresnelFactorParam;
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EffectParameter diffuseColorParam;
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EffectParameter emissiveColorParam;
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EffectParameter eyePositionParam;
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EffectParameter fogColorParam;
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EffectParameter fogVectorParam;
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EffectParameter worldParam;
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EffectParameter worldInverseTransposeParam;
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EffectParameter worldViewProjParam;
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EffectParameter shaderIndexParam;
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#endregion
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#region Fields
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bool oneLight;
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bool fogEnabled;
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bool fresnelEnabled;
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bool specularEnabled;
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Matrix world = Matrix.Identity;
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Matrix view = Matrix.Identity;
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Matrix projection = Matrix.Identity;
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Matrix worldView;
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Vector3 diffuseColor = Vector3.One;
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Vector3 emissiveColor = Vector3.Zero;
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Vector3 ambientLightColor = Vector3.Zero;
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float alpha = 1;
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DirectionalLight light0;
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DirectionalLight light1;
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DirectionalLight light2;
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float fogStart = 0;
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float fogEnd = 1;
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EffectDirtyFlags dirtyFlags = EffectDirtyFlags.All;
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#endregion
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#region Public Properties
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/// <summary>
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/// Gets or sets the world matrix.
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/// </summary>
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public Matrix World
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{
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get { return world; }
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set
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{
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world = value;
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dirtyFlags |= EffectDirtyFlags.World | EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.Fog;
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}
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}
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/// <summary>
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/// Gets or sets the view matrix.
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/// </summary>
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public Matrix View
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{
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get { return view; }
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set
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{
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view = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj | EffectDirtyFlags.EyePosition | EffectDirtyFlags.Fog;
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}
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}
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/// <summary>
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/// Gets or sets the projection matrix.
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/// </summary>
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public Matrix Projection
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{
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get { return projection; }
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set
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{
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projection = value;
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dirtyFlags |= EffectDirtyFlags.WorldViewProj;
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}
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}
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/// <summary>
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/// Gets or sets the material diffuse color (range 0 to 1).
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/// </summary>
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public Vector3 DiffuseColor
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{
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get { return diffuseColor; }
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set
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{
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diffuseColor = value;
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dirtyFlags |= EffectDirtyFlags.MaterialColor;
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}
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}
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/// <summary>
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/// Gets or sets the material emissive color (range 0 to 1).
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/// </summary>
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public Vector3 EmissiveColor
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{
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get { return emissiveColor; }
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set
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{
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emissiveColor = value;
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dirtyFlags |= EffectDirtyFlags.MaterialColor;
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}
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}
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/// <summary>
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/// Gets or sets the material alpha.
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/// </summary>
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public float Alpha
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{
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get { return alpha; }
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set
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{
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alpha = value;
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dirtyFlags |= EffectDirtyFlags.MaterialColor;
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}
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}
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/// <summary>
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/// Gets or sets the ambient light color (range 0 to 1).
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/// </summary>
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public Vector3 AmbientLightColor
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{
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get { return ambientLightColor; }
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set
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{
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ambientLightColor = value;
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dirtyFlags |= EffectDirtyFlags.MaterialColor;
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}
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}
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/// <summary>
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/// Gets the first directional light.
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/// </summary>
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public DirectionalLight DirectionalLight0 { get { return light0; } }
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/// <summary>
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/// Gets the second directional light.
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/// </summary>
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public DirectionalLight DirectionalLight1 { get { return light1; } }
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/// <summary>
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/// Gets the third directional light.
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/// </summary>
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public DirectionalLight DirectionalLight2 { get { return light2; } }
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/// <summary>
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/// Gets or sets the fog enable flag.
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/// </summary>
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public bool FogEnabled
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{
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get { return fogEnabled; }
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set
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{
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if (fogEnabled != value)
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{
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fogEnabled = value;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex | EffectDirtyFlags.FogEnable;
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}
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}
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}
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/// <summary>
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/// Gets or sets the fog start distance.
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/// </summary>
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public float FogStart
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{
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get { return fogStart; }
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set
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{
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fogStart = value;
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dirtyFlags |= EffectDirtyFlags.Fog;
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}
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}
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/// <summary>
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/// Gets or sets the fog end distance.
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/// </summary>
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public float FogEnd
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{
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get { return fogEnd; }
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set
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{
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fogEnd = value;
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dirtyFlags |= EffectDirtyFlags.Fog;
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}
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}
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/// <summary>
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/// Gets or sets the fog color.
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/// </summary>
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public Vector3 FogColor
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{
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get { return fogColorParam.GetValueVector3(); }
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set { fogColorParam.SetValue(value); }
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}
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/// <summary>
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/// Gets or sets the current texture.
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/// </summary>
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public Texture2D Texture
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{
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get { return textureParam.GetValueTexture2D(); }
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set { textureParam.SetValue(value); }
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}
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/// <summary>
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/// Gets or sets the current environment map texture.
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/// </summary>
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public TextureCube EnvironmentMap
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{
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get { return environmentMapParam.GetValueTextureCube(); }
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set { environmentMapParam.SetValue(value); }
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}
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/// <summary>
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/// Gets or sets the amount of the environment map RGB that will be blended over
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/// the base texture. Range 0 to 1, default 1. If set to zero, the RGB channels
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/// of the environment map will completely ignored (but the environment map alpha
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/// may still be visible if EnvironmentMapSpecular is greater than zero).
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/// </summary>
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public float EnvironmentMapAmount
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{
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get { return environmentMapAmountParam.GetValueSingle(); }
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set { environmentMapAmountParam.SetValue(value); }
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}
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/// <summary>
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/// Gets or sets the amount of the environment map alpha channel that will
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/// be added to the base texture. Range 0 to 1, default 0. This can be used
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/// to implement cheap specular lighting, by encoding one or more specular
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/// highlight patterns into the environment map alpha channel, then setting
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/// EnvironmentMapSpecular to the desired specular light color.
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/// </summary>
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public Vector3 EnvironmentMapSpecular
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{
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get { return environmentMapSpecularParam.GetValueVector3(); }
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set
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{
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environmentMapSpecularParam.SetValue(value);
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bool enabled = (value != Vector3.Zero);
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if (specularEnabled != enabled)
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{
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specularEnabled = enabled;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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}
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/// <summary>
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/// Gets or sets the Fresnel factor used for the environment map blending.
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/// Higher values make the environment map only visible around the silhouette
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/// edges of the object, while lower values make it visible everywhere.
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/// Setting this property to 0 disables Fresnel entirely, making the
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/// environment map equally visible regardless of view angle. The default is
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/// 1. Fresnel only affects the environment map RGB (the intensity of which is
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/// controlled by EnvironmentMapAmount). The alpha contribution (controlled by
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/// EnvironmentMapSpecular) is not affected by the Fresnel setting.
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/// </summary>
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public float FresnelFactor
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{
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get { return fresnelFactorParam.GetValueSingle(); }
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set
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{
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fresnelFactorParam.SetValue(value);
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bool enabled = (value != 0);
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if (fresnelEnabled != enabled)
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{
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fresnelEnabled = enabled;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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}
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}
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/// <summary>
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/// This effect requires lighting, so we explicitly implement
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/// IEffectLights.LightingEnabled, and do not allow turning it off.
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/// </summary>
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bool IEffectLights.LightingEnabled
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{
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get { return true; }
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set { if (!value) throw new NotSupportedException("EnvironmentMapEffect does not support setting LightingEnabled to false."); }
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}
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#endregion
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#region Methods
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/// <summary>
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/// Creates a new EnvironmentMapEffect with default parameter settings.
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/// </summary>
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public EnvironmentMapEffect(GraphicsDevice device)
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: base(device, Resources.EnvironmentMapEffect)
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{
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CacheEffectParameters(null);
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DirectionalLight0.Enabled = true;
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EnvironmentMapAmount = 1;
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EnvironmentMapSpecular = Vector3.Zero;
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FresnelFactor = 1;
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}
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/// <summary>
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/// Creates a new EnvironmentMapEffect by cloning parameter settings from an existing instance.
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/// </summary>
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protected EnvironmentMapEffect(EnvironmentMapEffect cloneSource)
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: base(cloneSource)
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{
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CacheEffectParameters(cloneSource);
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fogEnabled = cloneSource.fogEnabled;
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fresnelEnabled = cloneSource.fresnelEnabled;
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specularEnabled = cloneSource.specularEnabled;
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world = cloneSource.world;
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view = cloneSource.view;
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projection = cloneSource.projection;
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diffuseColor = cloneSource.diffuseColor;
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emissiveColor = cloneSource.emissiveColor;
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ambientLightColor = cloneSource.ambientLightColor;
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alpha = cloneSource.alpha;
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fogStart = cloneSource.fogStart;
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fogEnd = cloneSource.fogEnd;
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}
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/// <summary>
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/// Creates a clone of the current EnvironmentMapEffect instance.
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/// </summary>
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public override Effect Clone()
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{
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return new EnvironmentMapEffect(this);
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}
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/// <summary>
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/// Sets up the standard key/fill/back lighting rig.
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/// </summary>
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public void EnableDefaultLighting()
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{
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AmbientLightColor = EffectHelpers.EnableDefaultLighting(light0, light1, light2);
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}
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/// <summary>
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/// Looks up shortcut references to our effect parameters.
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/// </summary>
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void CacheEffectParameters(EnvironmentMapEffect cloneSource)
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{
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textureParam = Parameters["Texture"];
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environmentMapParam = Parameters["EnvironmentMap"];
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environmentMapAmountParam = Parameters["EnvironmentMapAmount"];
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environmentMapSpecularParam = Parameters["EnvironmentMapSpecular"];
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fresnelFactorParam = Parameters["FresnelFactor"];
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diffuseColorParam = Parameters["DiffuseColor"];
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emissiveColorParam = Parameters["EmissiveColor"];
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eyePositionParam = Parameters["EyePosition"];
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fogColorParam = Parameters["FogColor"];
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fogVectorParam = Parameters["FogVector"];
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worldParam = Parameters["World"];
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worldInverseTransposeParam = Parameters["WorldInverseTranspose"];
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worldViewProjParam = Parameters["WorldViewProj"];
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shaderIndexParam = Parameters["ShaderIndex"];
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light0 = new DirectionalLight(Parameters["DirLight0Direction"],
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Parameters["DirLight0DiffuseColor"],
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null,
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(cloneSource != null) ? cloneSource.light0 : null);
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light1 = new DirectionalLight(Parameters["DirLight1Direction"],
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Parameters["DirLight1DiffuseColor"],
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null,
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(cloneSource != null) ? cloneSource.light1 : null);
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light2 = new DirectionalLight(Parameters["DirLight2Direction"],
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Parameters["DirLight2DiffuseColor"],
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null,
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(cloneSource != null) ? cloneSource.light2 : null);
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}
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/// <summary>
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/// Lazily computes derived parameter values immediately before applying the effect.
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/// </summary>
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protected internal override void OnApply()
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{
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// Recompute the world+view+projection matrix or fog vector?
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dirtyFlags = EffectHelpers.SetWorldViewProjAndFog(dirtyFlags, ref world, ref view, ref projection, ref worldView, fogEnabled, fogStart, fogEnd, worldViewProjParam, fogVectorParam);
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// Recompute the world inverse transpose and eye position?
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dirtyFlags = EffectHelpers.SetLightingMatrices(dirtyFlags, ref world, ref view, worldParam, worldInverseTransposeParam, eyePositionParam);
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// Recompute the diffuse/emissive/alpha material color parameters?
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if ((dirtyFlags & EffectDirtyFlags.MaterialColor) != 0)
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{
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EffectHelpers.SetMaterialColor(true, alpha, ref diffuseColor, ref emissiveColor, ref ambientLightColor, diffuseColorParam, emissiveColorParam);
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dirtyFlags &= ~EffectDirtyFlags.MaterialColor;
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}
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// Check if we can use the only-bother-with-the-first-light shader optimization.
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bool newOneLight = !light1.Enabled && !light2.Enabled;
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if (oneLight != newOneLight)
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{
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oneLight = newOneLight;
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dirtyFlags |= EffectDirtyFlags.ShaderIndex;
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}
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// Recompute the shader index?
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if ((dirtyFlags & EffectDirtyFlags.ShaderIndex) != 0)
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{
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int shaderIndex = 0;
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if (!fogEnabled)
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shaderIndex += 1;
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if (fresnelEnabled)
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shaderIndex += 2;
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if (specularEnabled)
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shaderIndex += 4;
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if (oneLight)
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shaderIndex += 8;
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shaderIndexParam.SetValue(shaderIndex);
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dirtyFlags &= ~EffectDirtyFlags.ShaderIndex;
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}
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}
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#endregion
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}
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}
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