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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $CONTACT_SHADOW == 1 ) && ( $SELF_ILLUM_PULSE == 1 )
// ( $BACK_SURFACE == 1 ) && ( $LIGHT_WARP > 0 )
// ( $BACK_SURFACE == 1 ) && ( $FRESNEL_WARP > 0 )
// ( $BACK_SURFACE == 1 ) && ( $INTERIOR_LAYER > 0 )
// ( $BACK_SURFACE == 1 ) && ( $SELF_ILLUM_FRESNEL > 0 )
// ( $BACK_SURFACE == 1 ) && ( $OPACITY_TEXTURE > 0 )
// ( $BACK_SURFACE == 1 ) && ( $CONTACT_SHADOW > 0 )
// ( $BACK_SURFACE == 1 ) && ( $SELF_ILLUM_PULSE > 0 )
// ( $BACK_SURFACE == 1 ) && ( $VOLUME_TEXTURE > 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
// 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 blob_ps30_Static_Index { private: int m_nBACK_SURFACE; #ifdef _DEBUG bool m_bBACK_SURFACE; #endif public: void SetBACK_SURFACE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBACK_SURFACE = i; #ifdef _DEBUG m_bBACK_SURFACE = true; #endif } void SetBACK_SURFACE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBACK_SURFACE = i ? 1 : 0; #ifdef _DEBUG m_bBACK_SURFACE = true; #endif } private: int m_nLIGHT_WARP; #ifdef _DEBUG bool m_bLIGHT_WARP; #endif public: void SetLIGHT_WARP( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHT_WARP = i; #ifdef _DEBUG m_bLIGHT_WARP = true; #endif } void SetLIGHT_WARP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLIGHT_WARP = i ? 1 : 0; #ifdef _DEBUG m_bLIGHT_WARP = true; #endif } private: int m_nFRESNEL_WARP; #ifdef _DEBUG bool m_bFRESNEL_WARP; #endif public: void SetFRESNEL_WARP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFRESNEL_WARP = i; #ifdef _DEBUG m_bFRESNEL_WARP = true; #endif } void SetFRESNEL_WARP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFRESNEL_WARP = i ? 1 : 0; #ifdef _DEBUG m_bFRESNEL_WARP = true; #endif } private: int m_nHIGH_PRECISION_DEPTH; #ifdef _DEBUG bool m_bHIGH_PRECISION_DEPTH; #endif public: void SetHIGH_PRECISION_DEPTH( int i ) { Assert( i >= 0 && i <= 1 ); m_nHIGH_PRECISION_DEPTH = i; #ifdef _DEBUG m_bHIGH_PRECISION_DEPTH = true; #endif } void SetHIGH_PRECISION_DEPTH( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHIGH_PRECISION_DEPTH = i ? 1 : 0; #ifdef _DEBUG m_bHIGH_PRECISION_DEPTH = true; #endif } private: int m_nINTERIOR_LAYER; #ifdef _DEBUG bool m_bINTERIOR_LAYER; #endif public: void SetINTERIOR_LAYER( int i ) { Assert( i >= 0 && i <= 1 ); m_nINTERIOR_LAYER = i; #ifdef _DEBUG m_bINTERIOR_LAYER = true; #endif } void SetINTERIOR_LAYER( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nINTERIOR_LAYER = i ? 1 : 0; #ifdef _DEBUG m_bINTERIOR_LAYER = true; #endif } private: int m_nSELF_ILLUM_FRESNEL; #ifdef _DEBUG bool m_bSELF_ILLUM_FRESNEL; #endif public: void SetSELF_ILLUM_FRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELF_ILLUM_FRESNEL = i; #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = true; #endif } void SetSELF_ILLUM_FRESNEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELF_ILLUM_FRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = true; #endif } private: int m_nOPACITY_TEXTURE; #ifdef _DEBUG bool m_bOPACITY_TEXTURE; #endif public: void SetOPACITY_TEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nOPACITY_TEXTURE = i; #ifdef _DEBUG m_bOPACITY_TEXTURE = true; #endif } void SetOPACITY_TEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nOPACITY_TEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bOPACITY_TEXTURE = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nCONTACT_SHADOW; #ifdef _DEBUG bool m_bCONTACT_SHADOW; #endif public: void SetCONTACT_SHADOW( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONTACT_SHADOW = i; #ifdef _DEBUG m_bCONTACT_SHADOW = true; #endif } void SetCONTACT_SHADOW( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCONTACT_SHADOW = i ? 1 : 0; #ifdef _DEBUG m_bCONTACT_SHADOW = true; #endif } private: int m_nSELF_ILLUM_PULSE; #ifdef _DEBUG bool m_bSELF_ILLUM_PULSE; #endif public: void SetSELF_ILLUM_PULSE( int i ) { Assert( i >= 0 && i <= 1 ); m_nSELF_ILLUM_PULSE = i; #ifdef _DEBUG m_bSELF_ILLUM_PULSE = true; #endif } void SetSELF_ILLUM_PULSE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSELF_ILLUM_PULSE = i ? 1 : 0; #ifdef _DEBUG m_bSELF_ILLUM_PULSE = true; #endif } private: int m_nVOLUME_TEXTURE; #ifdef _DEBUG bool m_bVOLUME_TEXTURE; #endif public: void SetVOLUME_TEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nVOLUME_TEXTURE = i; #ifdef _DEBUG m_bVOLUME_TEXTURE = true; #endif } void SetVOLUME_TEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nVOLUME_TEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bVOLUME_TEXTURE = true; #endif } public: // CONSTRUCTOR
blob_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bBACK_SURFACE = false; #endif // _DEBUG
m_nBACK_SURFACE = 0; #ifdef _DEBUG m_bLIGHT_WARP = false; #endif // _DEBUG
m_nLIGHT_WARP = 0; #ifdef _DEBUG m_bFRESNEL_WARP = false; #endif // _DEBUG
m_nFRESNEL_WARP = 0; #ifdef _DEBUG m_bHIGH_PRECISION_DEPTH = false; #endif // _DEBUG
m_nHIGH_PRECISION_DEPTH = 0; #ifdef _DEBUG m_bINTERIOR_LAYER = false; #endif // _DEBUG
m_nINTERIOR_LAYER = 0; #ifdef _DEBUG m_bSELF_ILLUM_FRESNEL = false; #endif // _DEBUG
m_nSELF_ILLUM_FRESNEL = 0; #ifdef _DEBUG m_bOPACITY_TEXTURE = false; #endif // _DEBUG
m_nOPACITY_TEXTURE = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG
m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bCONTACT_SHADOW = false; #endif // _DEBUG
m_nCONTACT_SHADOW = 0; #ifdef _DEBUG m_bSELF_ILLUM_PULSE = false; #endif // _DEBUG
m_nSELF_ILLUM_PULSE = 0; #ifdef _DEBUG m_bVOLUME_TEXTURE = false; #endif // _DEBUG
m_nVOLUME_TEXTURE = 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_bBACK_SURFACE && m_bLIGHT_WARP && m_bFRESNEL_WARP && m_bHIGH_PRECISION_DEPTH && m_bINTERIOR_LAYER && m_bSELF_ILLUM_FRESNEL && m_bOPACITY_TEXTURE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bCONTACT_SHADOW && m_bSELF_ILLUM_PULSE && m_bVOLUME_TEXTURE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 20 * m_nBACK_SURFACE ) + ( 40 * m_nLIGHT_WARP ) + ( 80 * m_nFRESNEL_WARP ) + ( 160 * m_nHIGH_PRECISION_DEPTH ) + ( 320 * m_nINTERIOR_LAYER ) + ( 640 * m_nSELF_ILLUM_FRESNEL ) + ( 1280 * m_nOPACITY_TEXTURE ) + ( 2560 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 7680 * m_nCONTACT_SHADOW ) + ( 15360 * m_nSELF_ILLUM_PULSE ) + ( 30720 * m_nVOLUME_TEXTURE ) + 0; } }; #define shaderStaticTest_blob_ps30 psh_forgot_to_set_static_BACK_SURFACE + psh_forgot_to_set_static_LIGHT_WARP + psh_forgot_to_set_static_FRESNEL_WARP + psh_forgot_to_set_static_HIGH_PRECISION_DEPTH + psh_forgot_to_set_static_INTERIOR_LAYER + psh_forgot_to_set_static_SELF_ILLUM_FRESNEL + psh_forgot_to_set_static_OPACITY_TEXTURE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_CONTACT_SHADOW + psh_forgot_to_set_static_SELF_ILLUM_PULSE + psh_forgot_to_set_static_VOLUME_TEXTURE + 0 class blob_ps30_Dynamic_Index { private: int m_nNUM_LIGHTS; #ifdef _DEBUG bool m_bNUM_LIGHTS; #endif public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif } void SetNUM_LIGHTS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nNUM_LIGHTS = i ? 1 : 0; #ifdef _DEBUG m_bNUM_LIGHTS = 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_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 } public: // CONSTRUCTOR
blob_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bNUM_LIGHTS = false; #endif // _DEBUG
m_nNUM_LIGHTS = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG
m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 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_bNUM_LIGHTS && m_bFLASHLIGHT && m_bFLASHLIGHTSHADOWS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_blob_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
static const ShaderComboInformation_t s_DynamicComboArray_blob_ps30[3] = { { "NUM_LIGHTS", 0, 4 }, { "FLASHLIGHT", 0, 1 }, { "FLASHLIGHTSHADOWS", 0, 1 }, };
static const ShaderComboInformation_t s_StaticComboArray_blob_ps30[11] = { { "BACK_SURFACE", 0, 1 }, { "LIGHT_WARP", 0, 1 }, { "FRESNEL_WARP", 0, 1 }, { "HIGH_PRECISION_DEPTH", 0, 1 }, { "INTERIOR_LAYER", 0, 1 }, { "SELF_ILLUM_FRESNEL", 0, 1 }, { "OPACITY_TEXTURE", 0, 1 }, { "FLASHLIGHTDEPTHFILTERMODE", 0, 2 }, { "CONTACT_SHADOW", 0, 1 }, { "SELF_ILLUM_PULSE", 0, 1 }, { "VOLUME_TEXTURE", 0, 1 }, }; static const ShaderComboSemantics_t blob_ps30_combos = { "blob_ps30", s_DynamicComboArray_blob_ps30, 3, s_StaticComboArray_blob_ps30, 11 };
class ConstructMe_blob_ps30 { public: ConstructMe_blob_ps30() { GetShaderDLL()->AddShaderComboInformation( &blob_ps30_combos ); } };
static ConstructMe_blob_ps30 s_ConstructMe_blob_ps30;
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