The wrong transformation was used. Add a new matrix specially for this case. This also fix the Node texture coordinate that was suffering the same issue.
		
			
				
	
	
		
			205 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			205 lines
		
	
	
		
			6.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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 * This program is free software; you can redistribute it and/or
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 * modify it under the terms of the GNU General Public License
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 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version.
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software Foundation,
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 * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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 *
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 * The Original Code is Copyright (C) 2005 Blender Foundation.
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 * All rights reserved.
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 */
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/** \file
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 * \ingroup gpu
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 */
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#ifndef __GPU_MATERIAL_H__
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#define __GPU_MATERIAL_H__
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#include "DNA_customdata_types.h" /* for CustomDataType */
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#include "DNA_listBase.h"
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#include "BLI_sys_types.h" /* for bool */
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#ifdef __cplusplus
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extern "C" {
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#endif
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struct GPUMaterial;
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struct GPUNode;
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struct GPUNodeLink;
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struct GPUNodeStack;
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struct GPUTexture;
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struct GPUUniformBuffer;
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struct GPUVertAttrLayers;
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struct Image;
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struct ImageUser;
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struct ListBase;
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struct Main;
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struct Material;
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struct Object;
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struct PreviewImage;
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struct Scene;
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struct World;
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struct bNode;
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struct bNodeTree;
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typedef struct GPUMaterial GPUMaterial;
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typedef struct GPUNode GPUNode;
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typedef struct GPUNodeLink GPUNodeLink;
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typedef struct GPUParticleInfo GPUParticleInfo;
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/* Functions to create GPU Materials nodes */
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typedef enum eGPUType {
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	/* Keep in sync with GPU_DATATYPE_STR */
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	/* The value indicates the number of elements in each type */
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	GPU_NONE = 0,
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	GPU_FLOAT = 1,
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	GPU_VEC2 = 2,
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	GPU_VEC3 = 3,
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	GPU_VEC4 = 4,
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	GPU_MAT3 = 9,
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	GPU_MAT4 = 16,
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	/* Values not in GPU_DATATYPE_STR */
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	GPU_TEX1D_ARRAY = 1001,
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	GPU_TEX2D = 1002,
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	GPU_TEX3D = 1003,
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	GPU_SHADOW2D = 1004,
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	GPU_TEXCUBE = 1005,
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	/* GLSL Struct types */
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	GPU_CLOSURE = 1006,
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	/* Opengl Attributes */
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	GPU_ATTR = 3001,
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} eGPUType;
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typedef enum eGPUBuiltin {
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	GPU_VIEW_MATRIX =           (1 << 0),
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	GPU_OBJECT_MATRIX =         (1 << 1),
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	GPU_INVERSE_VIEW_MATRIX =   (1 << 2),
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	GPU_INVERSE_OBJECT_MATRIX = (1 << 3),
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	GPU_VIEW_POSITION =         (1 << 4),
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	GPU_VIEW_NORMAL =           (1 << 5),
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	GPU_OBCOLOR =               (1 << 6),
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	GPU_AUTO_BUMPSCALE =        (1 << 7),
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	GPU_CAMERA_TEXCO_FACTORS =  (1 << 8),
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	GPU_PARTICLE_SCALAR_PROPS = (1 << 9),
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	GPU_PARTICLE_LOCATION =     (1 << 10),
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	GPU_PARTICLE_VELOCITY =     (1 << 11),
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	GPU_PARTICLE_ANG_VELOCITY = (1 << 12),
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	GPU_LOC_TO_VIEW_MATRIX =    (1 << 13),
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	GPU_INVERSE_LOC_TO_VIEW_MATRIX = (1 << 14),
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	GPU_OBJECT_INFO =           (1 << 15),
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	GPU_VOLUME_DENSITY =        (1 << 16),
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	GPU_VOLUME_FLAME =          (1 << 17),
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	GPU_VOLUME_TEMPERATURE =    (1 << 18),
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	GPU_BARYCENTRIC_TEXCO =     (1 << 19),
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	GPU_BARYCENTRIC_DIST =      (1 << 20),
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	GPU_INVERSE_NORMAL_MATRIX = (1 << 21),
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} eGPUBuiltin;
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typedef enum eGPUMatFlag {
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	GPU_MATFLAG_DIFFUSE       = (1 << 0),
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	GPU_MATFLAG_GLOSSY        = (1 << 1),
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	GPU_MATFLAG_REFRACT       = (1 << 2),
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	GPU_MATFLAG_SSS           = (1 << 3),
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} eGPUMatFlag;
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typedef enum eGPUBlendMode {
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	GPU_BLEND_SOLID = 0,
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	GPU_BLEND_ADD = 1,
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	GPU_BLEND_ALPHA = 2,
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	GPU_BLEND_CLIP = 4,
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	GPU_BLEND_ALPHA_SORT = 8,
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	GPU_BLEND_ALPHA_TO_COVERAGE = 16,
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} eGPUBlendMode;
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typedef struct GPUNodeStack {
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	eGPUType type;
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	float vec[4];
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	struct GPUNodeLink *link;
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	bool hasinput;
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	bool hasoutput;
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	short sockettype;
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	bool end;
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} GPUNodeStack;
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typedef enum eGPUMaterialStatus {
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	GPU_MAT_FAILED = 0,
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	GPU_MAT_QUEUED,
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	GPU_MAT_SUCCESS,
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} eGPUMaterialStatus;
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GPUNodeLink *GPU_attribute(CustomDataType type, const char *name);
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GPUNodeLink *GPU_constant(float *num);
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GPUNodeLink *GPU_uniform(float *num);
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GPUNodeLink *GPU_image(struct Image *ima, struct ImageUser *iuser, bool is_data);
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GPUNodeLink *GPU_color_band(GPUMaterial *mat, int size, float *pixels, float *layer);
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GPUNodeLink *GPU_builtin(eGPUBuiltin builtin);
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bool GPU_link(GPUMaterial *mat, const char *name, ...);
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bool GPU_stack_link(GPUMaterial *mat, struct bNode *node, const char *name, GPUNodeStack *in, GPUNodeStack *out, ...);
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GPUNodeLink *GPU_uniformbuffer_link_out(
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        struct GPUMaterial *mat, struct bNode *node,
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        struct GPUNodeStack *stack, const int index);
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void GPU_material_output_link(GPUMaterial *material, GPUNodeLink *link);
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eGPUBuiltin GPU_get_material_builtins(GPUMaterial *material);
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void GPU_material_sss_profile_create(GPUMaterial *material, float radii[3], short *falloff_type, float *sharpness);
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struct GPUUniformBuffer *GPU_material_sss_profile_get(
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        GPUMaterial *material, int sample_len, struct GPUTexture **tex_profile);
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/* High level functions to create and use GPU materials */
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GPUMaterial *GPU_material_from_nodetree_find(
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        struct ListBase *gpumaterials, const void *engine_type, int options);
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GPUMaterial *GPU_material_from_nodetree(
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        struct Scene *scene, struct bNodeTree *ntree, struct ListBase *gpumaterials, const void *engine_type, int options,
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        const char *vert_code, const char *geom_code, const char *frag_lib, const char *defines, const char *name);
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void GPU_material_compile(GPUMaterial *mat);
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void GPU_material_free(struct ListBase *gpumaterial);
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void GPU_materials_free(struct Main *bmain);
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struct Scene *GPU_material_scene(GPUMaterial *material);
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struct GPUPass *GPU_material_get_pass(GPUMaterial *material);
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struct ListBase *GPU_material_get_inputs(GPUMaterial *material);
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eGPUMaterialStatus GPU_material_status(GPUMaterial *mat);
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struct GPUUniformBuffer *GPU_material_uniform_buffer_get(GPUMaterial *material);
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void GPU_material_uniform_buffer_create(GPUMaterial *material, ListBase *inputs);
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struct GPUUniformBuffer *GPU_material_create_sss_profile_ubo(void);
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void GPU_material_vertex_attrs(
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        GPUMaterial *material,
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        struct GPUVertAttrLayers *attrs);
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bool GPU_material_do_color_management(GPUMaterial *mat);
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bool GPU_material_use_domain_surface(GPUMaterial *mat);
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bool GPU_material_use_domain_volume(GPUMaterial *mat);
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void GPU_material_flag_set(GPUMaterial *mat, eGPUMatFlag flag);
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bool GPU_material_flag_get(GPUMaterial *mat, eGPUMatFlag flag);
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void GPU_pass_cache_init(void);
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void GPU_pass_cache_garbage_collect(void);
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void GPU_pass_cache_free(void);
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#ifdef __cplusplus
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}
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#endif
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#endif /*__GPU_MATERIAL_H__*/
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