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231 行
4.1 KiB
231 行
4.1 KiB
//
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// This file was automatically generated from Assets/ScriptableRenderLoop/fptl/LightDefinitions.cs. Please don't edit by hand.
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//
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#ifndef LIGHTDEFINITIONS_CS_HLSL
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#define LIGHTDEFINITIONS_CS_HLSL
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//
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// LightDefinitions: static fields
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//
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#define USE_LEFTHAND_CAMERASPACE (0)
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#define MAX_NR_LIGHTS_PER_CAMERA (1024)
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#define MAX_NR_BIGTILE_LIGHTS_PLUSONE (512)
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#define VIEWPORT_SCALE_Z (1)
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#define IS_CIRCULAR_SPOT_SHAPE (1)
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#define HAS_COOKIE_TEXTURE (2)
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#define IS_BOX_PROJECTED (4)
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#define HAS_SHADOW (8)
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#define MAX_TYPES (3)
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#define SPOT_LIGHT (0)
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#define SPHERE_LIGHT (1)
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#define BOX_LIGHT (2)
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#define DIRECTIONAL_LIGHT (3)
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#define NR_LIGHT_MODELS (2)
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#define DIRECT_LIGHT (0)
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#define REFLECTION_LIGHT (1)
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// Generated from SFiniteLightData
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// PackingRules = Exact
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struct SFiniteLightData
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{
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float penumbra;
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int flags;
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uint lightType;
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uint lightModel;
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float3 lightPos;
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float lightIntensity;
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float3 lightAxisX;
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float recipRange;
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float3 lightAxisY;
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float radiusSq;
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float3 lightAxisZ;
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float cotan;
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float3 color;
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int sliceIndex;
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float3 boxInnerDist;
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float decodeExp;
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float3 boxInvRange;
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uint shadowLightIndex;
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float3 localCubeCapturePoint;
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float probeBlendDistance;
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};
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// Generated from SFiniteLightBound
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// PackingRules = Exact
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struct SFiniteLightBound
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{
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float3 boxAxisX;
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float3 boxAxisY;
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float3 boxAxisZ;
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float3 center;
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float2 scaleXY;
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float radius;
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};
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// Generated from DirectionalLight
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// PackingRules = Exact
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struct DirectionalLight
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{
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float3 color;
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float intensity;
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float3 lightAxisX;
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uint shadowLightIndex;
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float3 lightAxisY;
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float pad0;
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float3 lightAxisZ;
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float pad1;
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};
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//
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// Accessors for SFiniteLightData
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//
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float GetPenumbra(SFiniteLightData value)
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{
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return value.penumbra;
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}
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int GetFlags(SFiniteLightData value)
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{
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return value.flags;
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}
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uint GetLightType(SFiniteLightData value)
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{
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return value.lightType;
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}
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uint GetLightModel(SFiniteLightData value)
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{
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return value.lightModel;
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}
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float3 GetLightPos(SFiniteLightData value)
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{
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return value.lightPos;
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}
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float GetLightIntensity(SFiniteLightData value)
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{
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return value.lightIntensity;
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}
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float3 GetLightAxisX(SFiniteLightData value)
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{
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return value.lightAxisX;
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}
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float GetRecipRange(SFiniteLightData value)
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{
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return value.recipRange;
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}
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float3 GetLightAxisY(SFiniteLightData value)
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{
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return value.lightAxisY;
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}
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float GetRadiusSq(SFiniteLightData value)
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{
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return value.radiusSq;
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}
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float3 GetLightAxisZ(SFiniteLightData value)
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{
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return value.lightAxisZ;
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}
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float GetCotan(SFiniteLightData value)
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{
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return value.cotan;
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}
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float3 GetColor(SFiniteLightData value)
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{
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return value.color;
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}
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int GetSliceIndex(SFiniteLightData value)
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{
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return value.sliceIndex;
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}
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float3 GetBoxInnerDist(SFiniteLightData value)
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{
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return value.boxInnerDist;
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}
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float GetDecodeExp(SFiniteLightData value)
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{
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return value.decodeExp;
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}
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float3 GetBoxInvRange(SFiniteLightData value)
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{
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return value.boxInvRange;
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}
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uint GetShadowLightIndex(SFiniteLightData value)
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{
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return value.shadowLightIndex;
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}
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float3 GetLocalCubeCapturePoint(SFiniteLightData value)
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{
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return value.localCubeCapturePoint;
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}
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float GetProbeBlendDistance(SFiniteLightData value)
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{
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return value.probeBlendDistance;
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}
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//
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// Accessors for SFiniteLightBound
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//
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float3 GetBoxAxisX(SFiniteLightBound value)
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{
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return value.boxAxisX;
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}
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float3 GetBoxAxisY(SFiniteLightBound value)
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{
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return value.boxAxisY;
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}
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float3 GetBoxAxisZ(SFiniteLightBound value)
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{
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return value.boxAxisZ;
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}
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float3 GetCenter(SFiniteLightBound value)
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{
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return value.center;
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}
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float2 GetScaleXY(SFiniteLightBound value)
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{
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return value.scaleXY;
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}
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float GetRadius(SFiniteLightBound value)
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{
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return value.radius;
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}
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//
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// Accessors for DirectionalLight
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//
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float3 GetColor(DirectionalLight value)
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{
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return value.color;
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}
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float GetIntensity(DirectionalLight value)
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{
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return value.intensity;
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}
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float3 GetLightAxisX(DirectionalLight value)
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{
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return value.lightAxisX;
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}
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uint GetShadowLightIndex(DirectionalLight value)
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{
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return value.shadowLightIndex;
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}
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float3 GetLightAxisY(DirectionalLight value)
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{
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return value.lightAxisY;
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}
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float GetPad0(DirectionalLight value)
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{
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return value.pad0;
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}
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float3 GetLightAxisZ(DirectionalLight value)
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{
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return value.lightAxisZ;
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}
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float GetPad1(DirectionalLight value)
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{
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return value.pad1;
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}
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#endif
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