Add all uniform variables. Add find all uniform variables
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@@ -4,6 +4,18 @@ static float g_timer = 0.0f;
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static OSDUpdateFn g_onUpdate;
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static OSDEndFn g_onEnd;
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// Reshade shader uniform variables
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reshade::api::effect_uniform_variable u_td_show = {};
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reshade::api::effect_uniform_variable u_td_enabled = {};
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reshade::api::effect_uniform_variable u_td_world = {};
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reshade::api::effect_uniform_variable u_td_AI = {};
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reshade::api::effect_uniform_variable u_GodMode_show = {};
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reshade::api::effect_uniform_variable u_GodMode_enabled = {};
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reshade::api::effect_uniform_variable u_Invulnerability_show = {};
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reshade::api::effect_uniform_variable u_Invulnerability_enabled = {};
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reshade::api::effect_uniform_variable u_Stealth_show = {};
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reshade::api::effect_uniform_variable u_Stealth_enabled = {};
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void ShowOSD(float duration, OSDUpdateFn onUpdate, OSDEndFn onEnd) {
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g_timer = duration;
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g_onUpdate = std::move(onUpdate);
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@@ -25,9 +37,21 @@ void UpdateOSD(reshade::api::effect_runtime* runtime, float deltaTime) {
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}
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}
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void FindAllUniformVariables(reshade::api::effect_runtime* runtime, const char* effect_name) {
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u_td_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowTD");
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u_td_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "TD_Enabled");
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u_td_world = runtime->find_uniform_variable(OSD_SHADER_NAME, "TD_World");
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u_td_AI = runtime->find_uniform_variable(OSD_SHADER_NAME, "TD_AI");
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u_GodMode_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowGodMode");
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u_GodMode_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "GodMode_Enabled");
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u_Invulnerability_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowInvuln");
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u_Invulnerability_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "Invulnerability_Enabled");
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u_Stealth_show = runtime->find_uniform_variable(OSD_SHADER_NAME, "OSD_ShowStealth");
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u_Stealth_enabled = runtime->find_uniform_variable(OSD_SHADER_NAME, "Stealth_Enabled");
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}
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void ResetAllUniformVariables(reshade::api::effect_runtime* runtime, const char* effect_name) {
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runtime->enumerate_uniform_variables(effect_name, [runtime](reshade::api::effect_runtime* rt, reshade::api::effect_uniform_variable OSDvar) {
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runtime->reset_uniform_value(OSDvar);
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});
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}
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