csgo-2018-source/materialsystem/stdshaders/fxctmp9_360/vertexlit_and_unlit_generic_ps20b.inc
2021-07-24 21:11:47 -07:00

942 lines
24 KiB
C++

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $SFM == 0 ) && ( $UBERLIGHT == 1 )
// ($DETAILTEXTURE == 0 ) && ( $DETAIL_BLEND_MODE != 0 )
// ($DETAILTEXTURE == 0 ) && ( $SEAMLESS_DETAIL )
// ($ENVMAPMASK || $SELFILLUM_ENVMAPMASK_ALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
// $BASEALPHAENVMAPMASK && $ENVMAPMASK
// $BASEALPHAENVMAPMASK && $SELFILLUM
// $SELFILLUM && $SELFILLUM_ENVMAPMASK_ALPHA
// $SELFILLUM_ENVMAPMASK_ALPHA && (! $ENVMAPMASK)
// $BASEALPHAENVMAPMASK && ($SEAMLESS_BASE || $SEAMLESS_DETAIL)
// ($DISTANCEALPHA == 0) && ($DISTANCEALPHAFROMDETAIL || $SOFT_MASK || $OUTLINE || $OUTER_GLOW)
// ($DETAILTEXTURE == 0) && ($DISTANCEALPHAFROMDETAIL)
// ( $CUBEMAP == 0 ) && ( ( $ENVMAPFRESNEL == 1 ) || ( $BASEALPHAENVMAPMASK == 1 ) )
// ( $CUBEMAP == 0 ) && ( $ENVMAPMASK == 1 ) && ( $SELFILLUM_ENVMAPMASK_ALPHA == 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ($DISTANCEALPHA) && ($ENVMAPMASK || $BASEALPHAENVMAPMASK || $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA || $ENVMAPFRESNEL)
// ($DISTANCEALPHA) && ($SEAMLESS_BASE || $SEAMLESS_DETAIL || $CUBEMAP )
// ($DISTANCEALPHA) && ($WRITEWATERFOGTODESTALPHA || $PIXELFOGTYPE || $FLASHLIGHT || $FLASHLIGHTSHADOWS )
// $SEAMLESS_BASE && $SRGB_INPUT_ADAPTER
// $DESATURATEWITHBASEALPHA && ( $SEAMLESS_BASE || $DETAILTEXTURE )
// $DESATURATEWITHBASEALPHA && ( $SELFILLUM || $SELFILLUM_ENVMAPMASK_ALPHA )
// $DESATURATEWITHBASEALPHA && $BASEALPHAENVMAPMASK
// $FLASHLIGHTSHADOWS && ($LIGHTING_PREVIEW == 3)
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $FLASHLIGHT != 0 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h"
class vertexlit_and_unlit_generic_ps20b_Static_Index
{
private:
int m_nSFM;
#ifdef _DEBUG
bool m_bSFM;
#endif
public:
void SetSFM( int i )
{
Assert( i >= 0 && i <= 0 );
m_nSFM = i;
#ifdef _DEBUG
m_bSFM = true;
#endif
}
void SetSFM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nSFM = i ? 1 : 0;
#ifdef _DEBUG
m_bSFM = true;
#endif
}
private:
int m_nDETAILTEXTURE;
#ifdef _DEBUG
bool m_bDETAILTEXTURE;
#endif
public:
void SetDETAILTEXTURE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDETAILTEXTURE = i;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
void SetDETAILTEXTURE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDETAILTEXTURE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nDIFFUSELIGHTING;
#ifdef _DEBUG
bool m_bDIFFUSELIGHTING;
#endif
public:
void SetDIFFUSELIGHTING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDIFFUSELIGHTING = i;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
void SetDIFFUSELIGHTING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDIFFUSELIGHTING = i ? 1 : 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
private:
int m_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nVERTEXCOLOR;
#ifdef _DEBUG
bool m_bVERTEXCOLOR;
#endif
public:
void SetVERTEXCOLOR( int i )
{
Assert( i >= 0 && i <= 1 );
m_nVERTEXCOLOR = i;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
void SetVERTEXCOLOR( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nVERTEXCOLOR = i ? 1 : 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nSELFILLUM_ENVMAPMASK_ALPHA;
#ifdef _DEBUG
bool m_bSELFILLUM_ENVMAPMASK_ALPHA;
#endif
public:
void SetSELFILLUM_ENVMAPMASK_ALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM_ENVMAPMASK_ALPHA = i;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
#endif
}
void SetSELFILLUM_ENVMAPMASK_ALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELFILLUM_ENVMAPMASK_ALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = true;
#endif
}
private:
int m_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
bool m_bDETAIL_BLEND_MODE;
#endif
public:
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 9 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
void SetDETAIL_BLEND_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 9 );
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
private:
int m_nOUTLINE;
#ifdef _DEBUG
bool m_bOUTLINE;
#endif
public:
void SetOUTLINE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nOUTLINE = i;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
void SetOUTLINE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nOUTLINE = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTLINE = true;
#endif
}
private:
int m_nOUTER_GLOW;
#ifdef _DEBUG
bool m_bOUTER_GLOW;
#endif
public:
void SetOUTER_GLOW( int i )
{
Assert( i >= 0 && i <= 0 );
m_nOUTER_GLOW = i;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
void SetOUTER_GLOW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nOUTER_GLOW = i ? 1 : 0;
#ifdef _DEBUG
m_bOUTER_GLOW = true;
#endif
}
private:
int m_nSOFT_MASK;
#ifdef _DEBUG
bool m_bSOFT_MASK;
#endif
public:
void SetSOFT_MASK( int i )
{
Assert( i >= 0 && i <= 0 );
m_nSOFT_MASK = i;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
void SetSOFT_MASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nSOFT_MASK = i ? 1 : 0;
#ifdef _DEBUG
m_bSOFT_MASK = true;
#endif
}
private:
int m_nSEAMLESS_BASE;
#ifdef _DEBUG
bool m_bSEAMLESS_BASE;
#endif
public:
void SetSEAMLESS_BASE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nSEAMLESS_BASE = i;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
void SetSEAMLESS_BASE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nSEAMLESS_BASE = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = true;
#endif
}
private:
int m_nSEAMLESS_DETAIL;
#ifdef _DEBUG
bool m_bSEAMLESS_DETAIL;
#endif
public:
void SetSEAMLESS_DETAIL( int i )
{
Assert( i >= 0 && i <= 0 );
m_nSEAMLESS_DETAIL = i;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
void SetSEAMLESS_DETAIL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nSEAMLESS_DETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = true;
#endif
}
private:
int m_nDISTANCEALPHA;
#ifdef _DEBUG
bool m_bDISTANCEALPHA;
#endif
public:
void SetDISTANCEALPHA( int i )
{
Assert( i >= 0 && i <= 0 );
m_nDISTANCEALPHA = i;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
void SetDISTANCEALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nDISTANCEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = true;
#endif
}
private:
int m_nDISTANCEALPHAFROMDETAIL;
#ifdef _DEBUG
bool m_bDISTANCEALPHAFROMDETAIL;
#endif
public:
void SetDISTANCEALPHAFROMDETAIL( int i )
{
Assert( i >= 0 && i <= 0 );
m_nDISTANCEALPHAFROMDETAIL = i;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
void SetDISTANCEALPHAFROMDETAIL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nDISTANCEALPHAFROMDETAIL = i ? 1 : 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = true;
#endif
}
private:
int m_nFLASHLIGHTDEPTHFILTERMODE;
#ifdef _DEBUG
bool m_bFLASHLIGHTDEPTHFILTERMODE;
#endif
public:
void SetFLASHLIGHTDEPTHFILTERMODE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTDEPTHFILTERMODE = i;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = true;
#endif
}
private:
int m_nSHADER_SRGB_READ;
#ifdef _DEBUG
bool m_bSHADER_SRGB_READ;
#endif
public:
void SetSHADER_SRGB_READ( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADER_SRGB_READ = i;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
void SetSHADER_SRGB_READ( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADER_SRGB_READ = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
private:
int m_nDESATURATEWITHBASEALPHA;
#ifdef _DEBUG
bool m_bDESATURATEWITHBASEALPHA;
#endif
public:
void SetDESATURATEWITHBASEALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDESATURATEWITHBASEALPHA = i;
#ifdef _DEBUG
m_bDESATURATEWITHBASEALPHA = true;
#endif
}
void SetDESATURATEWITHBASEALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDESATURATEWITHBASEALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bDESATURATEWITHBASEALPHA = true;
#endif
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 0 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
private:
int m_nENVMAPFRESNEL;
#ifdef _DEBUG
bool m_bENVMAPFRESNEL;
#endif
public:
void SetENVMAPFRESNEL( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPFRESNEL = i;
#ifdef _DEBUG
m_bENVMAPFRESNEL = true;
#endif
}
void SetENVMAPFRESNEL( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nENVMAPFRESNEL = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPFRESNEL = true;
#endif
}
private:
int m_nSRGB_INPUT_ADAPTER;
#ifdef _DEBUG
bool m_bSRGB_INPUT_ADAPTER;
#endif
public:
void SetSRGB_INPUT_ADAPTER( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSRGB_INPUT_ADAPTER = i;
#ifdef _DEBUG
m_bSRGB_INPUT_ADAPTER = true;
#endif
}
void SetSRGB_INPUT_ADAPTER( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSRGB_INPUT_ADAPTER = i ? 1 : 0;
#ifdef _DEBUG
m_bSRGB_INPUT_ADAPTER = true;
#endif
}
private:
int m_nCASCADED_SHADOW_MAPPING;
#ifdef _DEBUG
bool m_bCASCADED_SHADOW_MAPPING;
#endif
public:
void SetCASCADED_SHADOW_MAPPING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCASCADED_SHADOW_MAPPING = i;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
void SetCASCADED_SHADOW_MAPPING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
private:
int m_nCSM_MODE;
#ifdef _DEBUG
bool m_bCSM_MODE;
#endif
public:
void SetCSM_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCSM_MODE = i;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
void SetCSM_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nCSM_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
public:
// CONSTRUCTOR
vertexlit_and_unlit_generic_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bSFM = false;
#endif // _DEBUG
m_nSFM = 0;
#ifdef _DEBUG
m_bDETAILTEXTURE = false;
#endif // _DEBUG
m_nDETAILTEXTURE = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bDIFFUSELIGHTING = false;
#endif // _DEBUG
m_nDIFFUSELIGHTING = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bVERTEXCOLOR = false;
#endif // _DEBUG
m_nVERTEXCOLOR = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSELFILLUM_ENVMAPMASK_ALPHA = false;
#endif // _DEBUG
m_nSELFILLUM_ENVMAPMASK_ALPHA = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bOUTLINE = false;
#endif // _DEBUG
m_nOUTLINE = 0;
#ifdef _DEBUG
m_bOUTER_GLOW = false;
#endif // _DEBUG
m_nOUTER_GLOW = 0;
#ifdef _DEBUG
m_bSOFT_MASK = false;
#endif // _DEBUG
m_nSOFT_MASK = 0;
#ifdef _DEBUG
m_bSEAMLESS_BASE = false;
#endif // _DEBUG
m_nSEAMLESS_BASE = 0;
#ifdef _DEBUG
m_bSEAMLESS_DETAIL = false;
#endif // _DEBUG
m_nSEAMLESS_DETAIL = 0;
#ifdef _DEBUG
m_bDISTANCEALPHA = false;
#endif // _DEBUG
m_nDISTANCEALPHA = 0;
#ifdef _DEBUG
m_bDISTANCEALPHAFROMDETAIL = false;
#endif // _DEBUG
m_nDISTANCEALPHAFROMDETAIL = 0;
#ifdef _DEBUG
m_bFLASHLIGHTDEPTHFILTERMODE = false;
#endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 0;
#ifdef _DEBUG
m_bDESATURATEWITHBASEALPHA = false;
#endif // _DEBUG
m_nDESATURATEWITHBASEALPHA = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
m_bENVMAPFRESNEL = false;
#endif // _DEBUG
m_nENVMAPFRESNEL = 0;
#ifdef _DEBUG
m_bSRGB_INPUT_ADAPTER = false;
#endif // _DEBUG
m_nSRGB_INPUT_ADAPTER = 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = false;
#endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = 0;
#ifdef _DEBUG
m_bCSM_MODE = false;
#endif // _DEBUG
m_nCSM_MODE = 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bSFM && m_bDETAILTEXTURE && m_bCUBEMAP && m_bDIFFUSELIGHTING && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bVERTEXCOLOR && m_bFLASHLIGHT && m_bSELFILLUM_ENVMAPMASK_ALPHA && m_bDETAIL_BLEND_MODE && m_bOUTLINE && m_bOUTER_GLOW && m_bSOFT_MASK && m_bSEAMLESS_BASE && m_bSEAMLESS_DETAIL && m_bDISTANCEALPHA && m_bDISTANCEALPHAFROMDETAIL && m_bFLASHLIGHTDEPTHFILTERMODE && m_bSHADER_SRGB_READ && m_bDESATURATEWITHBASEALPHA && m_bLIGHTING_PREVIEW && m_bENVMAPFRESNEL && m_bSRGB_INPUT_ADAPTER && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPIXELFOG;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 16 * m_nSFM ) + ( 16 * m_nDETAILTEXTURE ) + ( 32 * m_nCUBEMAP ) + ( 64 * m_nDIFFUSELIGHTING ) + ( 128 * m_nENVMAPMASK ) + ( 256 * m_nBASEALPHAENVMAPMASK ) + ( 512 * m_nSELFILLUM ) + ( 1024 * m_nVERTEXCOLOR ) + ( 2048 * m_nFLASHLIGHT ) + ( 4096 * m_nSELFILLUM_ENVMAPMASK_ALPHA ) + ( 8192 * m_nDETAIL_BLEND_MODE ) + ( 81920 * m_nOUTLINE ) + ( 81920 * m_nOUTER_GLOW ) + ( 81920 * m_nSOFT_MASK ) + ( 81920 * m_nSEAMLESS_BASE ) + ( 81920 * m_nSEAMLESS_DETAIL ) + ( 81920 * m_nDISTANCEALPHA ) + ( 81920 * m_nDISTANCEALPHAFROMDETAIL ) + ( 81920 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 163840 * m_nSHADER_SRGB_READ ) + ( 327680 * m_nDESATURATEWITHBASEALPHA ) + ( 655360 * m_nLIGHTING_PREVIEW ) + ( 655360 * m_nENVMAPFRESNEL ) + ( 1310720 * m_nSRGB_INPUT_ADAPTER ) + ( 2621440 * m_nCASCADED_SHADOW_MAPPING ) + ( 5242880 * m_nCSM_MODE ) + ( 5242880 * m_nDOPIXELFOG ) + 0;
}
};
#define shaderStaticTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_static_SFM + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_DIFFUSELIGHTING + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SELFILLUM_ENVMAPMASK_ALPHA + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_OUTER_GLOW + psh_forgot_to_set_static_SOFT_MASK + psh_forgot_to_set_static_SEAMLESS_BASE + psh_forgot_to_set_static_SEAMLESS_DETAIL + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_DISTANCEALPHAFROMDETAIL + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_DESATURATEWITHBASEALPHA + psh_forgot_to_set_static_LIGHTING_PREVIEW + psh_forgot_to_set_static_ENVMAPFRESNEL + psh_forgot_to_set_static_SRGB_INPUT_ADAPTER + psh_forgot_to_set_static_CASCADED_SHADOW_MAPPING + psh_forgot_to_set_static_CSM_MODE + 0
class vertexlit_and_unlit_generic_ps20b_Dynamic_Index
{
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
private:
int m_nCASCADE_SIZE;
#ifdef _DEBUG
bool m_bCASCADE_SIZE;
#endif
public:
void SetCASCADE_SIZE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCASCADE_SIZE = i;
#ifdef _DEBUG
m_bCASCADE_SIZE = true;
#endif
}
void SetCASCADE_SIZE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCASCADE_SIZE = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADE_SIZE = true;
#endif
}
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
// CONSTRUCTOR
vertexlit_and_unlit_generic_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bCASCADE_SIZE = false;
#endif // _DEBUG
m_nCASCADE_SIZE = 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bFLASHLIGHTSHADOWS && m_bWRITEWATERFOGTODESTALPHA && m_bCASCADE_SIZE && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFLASHLIGHTSHADOWS ) + ( 2 * m_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nCASCADE_SIZE ) + ( 8 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_vertexlit_and_unlit_generic_ps20b psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_CASCADE_SIZE + 0
static const ShaderComboInformation_t s_DynamicComboArray_vertexlit_and_unlit_generic_ps20b[4] =
{
{ "FLASHLIGHTSHADOWS", 0, 1 },
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
{ "CASCADE_SIZE", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_vertexlit_and_unlit_generic_ps20b[27] =
{
{ "SFM", 0, 0 },
{ "DETAILTEXTURE", 0, 1 },
{ "CUBEMAP", 0, 1 },
{ "DIFFUSELIGHTING", 0, 1 },
{ "ENVMAPMASK", 0, 1 },
{ "BASEALPHAENVMAPMASK", 0, 1 },
{ "SELFILLUM", 0, 1 },
{ "VERTEXCOLOR", 0, 1 },
{ "FLASHLIGHT", 0, 1 },
{ "SELFILLUM_ENVMAPMASK_ALPHA", 0, 1 },
{ "DETAIL_BLEND_MODE", 0, 9 },
{ "OUTLINE", 0, 0 },
{ "OUTER_GLOW", 0, 0 },
{ "SOFT_MASK", 0, 0 },
{ "SEAMLESS_BASE", 0, 0 },
{ "SEAMLESS_DETAIL", 0, 0 },
{ "DISTANCEALPHA", 0, 0 },
{ "DISTANCEALPHAFROMDETAIL", 0, 0 },
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 1 },
{ "SHADER_SRGB_READ", 0, 1 },
{ "DESATURATEWITHBASEALPHA", 0, 1 },
{ "LIGHTING_PREVIEW", 0, 0 },
{ "ENVMAPFRESNEL", 0, 1 },
{ "SRGB_INPUT_ADAPTER", 0, 1 },
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
{ "CSM_MODE", 0, 0 },
{ "DOPIXELFOG", 0, 1 },
};
static const ShaderComboSemantics_t vertexlit_and_unlit_generic_ps20b_combos =
{
"vertexlit_and_unlit_generic_ps20b", s_DynamicComboArray_vertexlit_and_unlit_generic_ps20b, 4, s_StaticComboArray_vertexlit_and_unlit_generic_ps20b, 27
};
class ConstructMe_vertexlit_and_unlit_generic_ps20b
{
public:
ConstructMe_vertexlit_and_unlit_generic_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &vertexlit_and_unlit_generic_ps20b_combos );
}
};
static ConstructMe_vertexlit_and_unlit_generic_ps20b s_ConstructMe_vertexlit_and_unlit_generic_ps20b;