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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $MASKED && $BLUR
// 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 refract_ps20b_Static_Index { private: int m_nMAGNIFY; #ifdef _DEBUG bool m_bMAGNIFY; #endif public: void SetMAGNIFY( int i ) { Assert( i >= 0 && i <= 1 ); m_nMAGNIFY = i; #ifdef _DEBUG m_bMAGNIFY = true; #endif } void SetMAGNIFY( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMAGNIFY = i ? 1 : 0; #ifdef _DEBUG m_bMAGNIFY = true; #endif } private: int m_nBLUR; #ifdef _DEBUG bool m_bBLUR; #endif public: void SetBLUR( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLUR = i; #ifdef _DEBUG m_bBLUR = true; #endif } void SetBLUR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBLUR = i ? 1 : 0; #ifdef _DEBUG m_bBLUR = true; #endif } private: int m_nFADEOUTONSILHOUETTE; #ifdef _DEBUG bool m_bFADEOUTONSILHOUETTE; #endif public: void SetFADEOUTONSILHOUETTE( int i ) { Assert( i >= 0 && i <= 1 ); m_nFADEOUTONSILHOUETTE = i; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = true; #endif } void SetFADEOUTONSILHOUETTE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFADEOUTONSILHOUETTE = i ? 1 : 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = 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_nREFRACTTINTTEXTURE; #ifdef _DEBUG bool m_bREFRACTTINTTEXTURE; #endif public: void SetREFRACTTINTTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACTTINTTEXTURE = i; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } void SetREFRACTTINTTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFRACTTINTTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = true; #endif } private: int m_nMASKED; #ifdef _DEBUG bool m_bMASKED; #endif public: void SetMASKED( int i ) { Assert( i >= 0 && i <= 1 ); m_nMASKED = i; #ifdef _DEBUG m_bMASKED = true; #endif } void SetMASKED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMASKED = i ? 1 : 0; #ifdef _DEBUG m_bMASKED = true; #endif } private: int m_nCOLORMODULATE; #ifdef _DEBUG bool m_bCOLORMODULATE; #endif public: void SetCOLORMODULATE( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLORMODULATE = i; #ifdef _DEBUG m_bCOLORMODULATE = true; #endif } void SetCOLORMODULATE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOLORMODULATE = i ? 1 : 0; #ifdef _DEBUG m_bCOLORMODULATE = true; #endif } private: int m_nSECONDARY_NORMAL; #ifdef _DEBUG bool m_bSECONDARY_NORMAL; #endif public: void SetSECONDARY_NORMAL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSECONDARY_NORMAL = i; #ifdef _DEBUG m_bSECONDARY_NORMAL = true; #endif } void SetSECONDARY_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSECONDARY_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bSECONDARY_NORMAL = true; #endif } private: int m_nMIRRORABOUTVIEWPORTEDGES; #ifdef _DEBUG bool m_bMIRRORABOUTVIEWPORTEDGES; #endif public: void SetMIRRORABOUTVIEWPORTEDGES( int i ) { Assert( i >= 0 && i <= 1 ); m_nMIRRORABOUTVIEWPORTEDGES = i; #ifdef _DEBUG m_bMIRRORABOUTVIEWPORTEDGES = true; #endif } void SetMIRRORABOUTVIEWPORTEDGES( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMIRRORABOUTVIEWPORTEDGES = i ? 1 : 0; #ifdef _DEBUG m_bMIRRORABOUTVIEWPORTEDGES = 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_nLOCALREFRACT; #ifdef _DEBUG bool m_bLOCALREFRACT; #endif public: void SetLOCALREFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nLOCALREFRACT = i; #ifdef _DEBUG m_bLOCALREFRACT = true; #endif } void SetLOCALREFRACT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLOCALREFRACT = i ? 1 : 0; #ifdef _DEBUG m_bLOCALREFRACT = true; #endif } public: // CONSTRUCTOR
refract_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMAGNIFY = false; #endif // _DEBUG
m_nMAGNIFY = 0; #ifdef _DEBUG m_bBLUR = false; #endif // _DEBUG
m_nBLUR = 0; #ifdef _DEBUG m_bFADEOUTONSILHOUETTE = false; #endif // _DEBUG
m_nFADEOUTONSILHOUETTE = 0; #ifdef _DEBUG m_bCUBEMAP = false; #endif // _DEBUG
m_nCUBEMAP = 0; #ifdef _DEBUG m_bREFRACTTINTTEXTURE = false; #endif // _DEBUG
m_nREFRACTTINTTEXTURE = 0; #ifdef _DEBUG m_bMASKED = false; #endif // _DEBUG
m_nMASKED = 0; #ifdef _DEBUG m_bCOLORMODULATE = false; #endif // _DEBUG
m_nCOLORMODULATE = 0; #ifdef _DEBUG m_bSECONDARY_NORMAL = false; #endif // _DEBUG
m_nSECONDARY_NORMAL = 0; #ifdef _DEBUG m_bMIRRORABOUTVIEWPORTEDGES = false; #endif // _DEBUG
m_nMIRRORABOUTVIEWPORTEDGES = 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = false; #endif // _DEBUG
m_nSHADER_SRGB_READ = 0; #ifdef _DEBUG m_bLOCALREFRACT = false; #endif // _DEBUG
m_nLOCALREFRACT = 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_bMAGNIFY && m_bBLUR && m_bFADEOUTONSILHOUETTE && m_bCUBEMAP && m_bREFRACTTINTTEXTURE && m_bMASKED && m_bCOLORMODULATE && m_bSECONDARY_NORMAL && m_bMIRRORABOUTVIEWPORTEDGES && m_bSHADER_SRGB_READ && m_bLOCALREFRACT; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 2 * m_nMAGNIFY ) + ( 4 * m_nBLUR ) + ( 8 * m_nFADEOUTONSILHOUETTE ) + ( 16 * m_nCUBEMAP ) + ( 32 * m_nREFRACTTINTTEXTURE ) + ( 64 * m_nMASKED ) + ( 128 * m_nCOLORMODULATE ) + ( 256 * m_nSECONDARY_NORMAL ) + ( 512 * m_nMIRRORABOUTVIEWPORTEDGES ) + ( 1024 * m_nSHADER_SRGB_READ ) + ( 2048 * m_nLOCALREFRACT ) + 0; } }; #define shaderStaticTest_refract_ps20b psh_forgot_to_set_static_MAGNIFY + psh_forgot_to_set_static_BLUR + psh_forgot_to_set_static_FADEOUTONSILHOUETTE + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_REFRACTTINTTEXTURE + psh_forgot_to_set_static_MASKED + psh_forgot_to_set_static_COLORMODULATE + psh_forgot_to_set_static_SECONDARY_NORMAL + psh_forgot_to_set_static_MIRRORABOUTVIEWPORTEDGES + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_LOCALREFRACT + 0 class refract_ps20b_Dynamic_Index { 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 } private: int m_nWRITE_DEPTH_TO_DESTALPHA; #ifdef _DEBUG bool m_bWRITE_DEPTH_TO_DESTALPHA; #endif public: void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } private: int m_nD_NVIDIA_STEREO; #ifdef _DEBUG bool m_bD_NVIDIA_STEREO; #endif public: void SetD_NVIDIA_STEREO( int i ) { Assert( i >= 0 && i <= 0 ); m_nD_NVIDIA_STEREO = i; #ifdef _DEBUG m_bD_NVIDIA_STEREO = true; #endif } void SetD_NVIDIA_STEREO( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nD_NVIDIA_STEREO = i ? 1 : 0; #ifdef _DEBUG m_bD_NVIDIA_STEREO = true; #endif } public: // CONSTRUCTOR
refract_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bD_NVIDIA_STEREO = false; #endif // _DEBUG
m_nD_NVIDIA_STEREO = 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 bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA && m_bD_NVIDIA_STEREO; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 2 * m_nD_NVIDIA_STEREO ) + 0; } }; #define shaderDynamicTest_refract_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_D_NVIDIA_STEREO + 0
static const ShaderComboInformation_t s_DynamicComboArray_refract_ps20b[3] = { { "PIXELFOGTYPE", 0, 1 }, { "WRITE_DEPTH_TO_DESTALPHA", 0, 0 }, { "D_NVIDIA_STEREO", 0, 0 }, };
static const ShaderComboInformation_t s_StaticComboArray_refract_ps20b[11] = { { "MAGNIFY", 0, 1 }, { "BLUR", 0, 1 }, { "FADEOUTONSILHOUETTE", 0, 1 }, { "CUBEMAP", 0, 1 }, { "REFRACTTINTTEXTURE", 0, 1 }, { "MASKED", 0, 1 }, { "COLORMODULATE", 0, 1 }, { "SECONDARY_NORMAL", 0, 1 }, { "MIRRORABOUTVIEWPORTEDGES", 0, 1 }, { "SHADER_SRGB_READ", 0, 1 }, { "LOCALREFRACT", 0, 1 }, }; static const ShaderComboSemantics_t refract_ps20b_combos = { "refract_ps20b", s_DynamicComboArray_refract_ps20b, 3, s_StaticComboArray_refract_ps20b, 11 };
class ConstructMe_refract_ps20b { public: ConstructMe_refract_ps20b() { GetShaderDLL()->AddShaderComboInformation( &refract_ps20b_combos ); } };
static ConstructMe_refract_ps20b s_ConstructMe_refract_ps20b;
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