Int shader inputs
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6e64ff951c
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@ -377,6 +377,107 @@ ShaderInput(const InternalName *name, const LMatrix3d &mat, int priority) :
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const PTA_int &ptr, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const PTA_LVecBase4i &ptr, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const PTA_LVecBase3i &ptr, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const PTA_LVecBase2i &ptr, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(ptr)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const LVecBase4i &vec, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), (int)vec.get_w())
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const LVecBase3i &vec, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), (int)vec.get_z(), 0.0)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::Constructor
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// Access: Published
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// Description:
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////////////////////////////////////////////////////////////////////
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INLINE ShaderInput::
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ShaderInput(const InternalName *name, const LVecBase2i &vec, int priority) :
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_name(name),
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_type(M_numeric),
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_priority(priority),
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_stored_ptr(vec),
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_stored_vector((int)vec.get_x(), (int)vec.get_y(), 0.0, 0.0)
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{
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}
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////////////////////////////////////////////////////////////////////
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// Function: ShaderInput::get_name
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// Access: Published
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@ -48,29 +48,37 @@ PUBLISHED:
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INLINE ShaderInput(const InternalName *id, const NodePath &np, int priority=0);
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INLINE ShaderInput(const InternalName *id, Texture *tex, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_float &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3f &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase4f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase3f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase2f &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix4f &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix3f &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_double &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix4d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LMatrix3d &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase4d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase3d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase2d &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix4d &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LMatrix3d &mat, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_int &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase4i &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase3i &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const PTA_LVecBase2i &ptr, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase4i &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase3i &vec, int priority=0);
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INLINE ShaderInput(const InternalName *id, const LVecBase2i &vec, int priority=0);
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enum ShaderInputType {
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M_invalid = 0,
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M_texture,
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