XPlor/definitions/cod/materialpass.xscript

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type materialpass [display="Material Pass"]
{
// Pointers first (header)
i32 vertex_decl_ptr [ui, readonly, display="Vertex Decl Ptr"];
i32 vertex_shader_ptr [ui, readonly, display="Vertex Shader Ptr"];
i32 pixel_shader_ptr [ui, readonly, display="Pixel Shader Ptr"];
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// Arg counts (COD4 uses u8)
u8 per_prim_arg_count [ui, readonly, display="Per Prim Arg Count"];
u8 per_obj_arg_count [ui, readonly, display="Per Obj Arg Count"];
u8 stable_arg_count [ui, readonly, display="Stable Arg Count"];
u8 custom_sampler_flags [ui, readonly, display="Custom Sampler Flags"];
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i32 args_ptr [ui, readonly, display="Args Ptr"];
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// Now parse inline data if pointers are -1
if (vertex_decl_ptr == -1) {
vertex_decl = parse_here("materialvertexdeclaration");
}
if (vertex_shader_ptr == -1) {
vertex_shader = parse_here("materialvertexshader");
}
if (pixel_shader_ptr == -1) {
pixel_shader = parse_here("pixelshader");
}
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// Parse args if ptr is -1 (inline)
_arg_count = stable_arg_count + per_obj_arg_count + per_prim_arg_count;
if (args_ptr == -1 && _arg_count > 0) {
arguments = 0;
repeat(_arg_count) {
_arg = parse_here("materialshaderargument");
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arguments = push("arguments", _arg);
}
}
}