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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// $PERPARTICLEOUTLINE && ( $ORIENTATION == 3 )
// $DUALSEQUENCE && ( $PERPARTICLEOUTLINE || ( $ORIENTATION == 3 ) )
// $HARDWAREFOGBLEND && !SPRITECARDVERTEXFOG
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
#include "shaderlib/cshader.h" class spritecard_vs20_Static_Index { private: int m_nZOOM_ANIMATE_SEQ2; #ifdef _DEBUG bool m_bZOOM_ANIMATE_SEQ2; #endif public: void SetZOOM_ANIMATE_SEQ2( int i ) { Assert( i >= 0 && i <= 1 ); m_nZOOM_ANIMATE_SEQ2 = i; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = true; #endif } void SetZOOM_ANIMATE_SEQ2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nZOOM_ANIMATE_SEQ2 = i ? 1 : 0; #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = true; #endif } private: int m_nDUALSEQUENCE; #ifdef _DEBUG bool m_bDUALSEQUENCE; #endif public: void SetDUALSEQUENCE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDUALSEQUENCE = i; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } void SetDUALSEQUENCE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDUALSEQUENCE = i ? 1 : 0; #ifdef _DEBUG m_bDUALSEQUENCE = true; #endif } private: int m_nADDBASETEXTURE2; #ifdef _DEBUG bool m_bADDBASETEXTURE2; #endif public: void SetADDBASETEXTURE2( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDBASETEXTURE2 = i; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } void SetADDBASETEXTURE2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nADDBASETEXTURE2 = i ? 1 : 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = true; #endif } private: int m_nEXTRACTGREENALPHA; #ifdef _DEBUG bool m_bEXTRACTGREENALPHA; #endif public: void SetEXTRACTGREENALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nEXTRACTGREENALPHA = i; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } void SetEXTRACTGREENALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nEXTRACTGREENALPHA = i ? 1 : 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = true; #endif } private: int m_nDEPTHBLEND; #ifdef _DEBUG bool m_bDEPTHBLEND; #endif public: void SetDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nDEPTHBLEND = i; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } void SetDEPTHBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDEPTHBLEND = i ? 1 : 0; #ifdef _DEBUG m_bDEPTHBLEND = true; #endif } private: int m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1; #ifdef _DEBUG bool m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1; #endif public: void SetANIMBLEND_OR_MAXLUMFRAMEBLEND1( int i ) { Assert( i >= 0 && i <= 1 ); m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = i; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = true; #endif } void SetANIMBLEND_OR_MAXLUMFRAMEBLEND1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = i ? 1 : 0; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = true; #endif } private: int m_nCROP; #ifdef _DEBUG bool m_bCROP; #endif public: void SetCROP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCROP = i; #ifdef _DEBUG m_bCROP = true; #endif } void SetCROP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCROP = i ? 1 : 0; #ifdef _DEBUG m_bCROP = true; #endif } private: int m_nPACKED_INTERPOLATOR; #ifdef _DEBUG bool m_bPACKED_INTERPOLATOR; #endif public: void SetPACKED_INTERPOLATOR( int i ) { Assert( i >= 0 && i <= 1 ); m_nPACKED_INTERPOLATOR = i; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = true; #endif } void SetPACKED_INTERPOLATOR( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPACKED_INTERPOLATOR = i ? 1 : 0; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = true; #endif } private: int m_nSPRITECARDVERTEXFOG; #ifdef _DEBUG bool m_bSPRITECARDVERTEXFOG; #endif public: void SetSPRITECARDVERTEXFOG( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPRITECARDVERTEXFOG = i; #ifdef _DEBUG m_bSPRITECARDVERTEXFOG = true; #endif } void SetSPRITECARDVERTEXFOG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSPRITECARDVERTEXFOG = i ? 1 : 0; #ifdef _DEBUG m_bSPRITECARDVERTEXFOG = true; #endif } private: int m_nHARDWAREFOGBLEND; #ifdef _DEBUG bool m_bHARDWAREFOGBLEND; #endif public: void SetHARDWAREFOGBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nHARDWAREFOGBLEND = i; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } void SetHARDWAREFOGBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHARDWAREFOGBLEND = i ? 1 : 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = true; #endif } private: int m_nPERPARTICLEOUTLINE; #ifdef _DEBUG bool m_bPERPARTICLEOUTLINE; #endif public: void SetPERPARTICLEOUTLINE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPERPARTICLEOUTLINE = i; #ifdef _DEBUG m_bPERPARTICLEOUTLINE = true; #endif } void SetPERPARTICLEOUTLINE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nPERPARTICLEOUTLINE = i ? 1 : 0; #ifdef _DEBUG m_bPERPARTICLEOUTLINE = true; #endif } public: // CONSTRUCTOR
spritecard_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bZOOM_ANIMATE_SEQ2 = false; #endif // _DEBUG
m_nZOOM_ANIMATE_SEQ2 = 0; #ifdef _DEBUG m_bDUALSEQUENCE = false; #endif // _DEBUG
m_nDUALSEQUENCE = 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = false; #endif // _DEBUG
m_nADDBASETEXTURE2 = 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = false; #endif // _DEBUG
m_nEXTRACTGREENALPHA = 0; #ifdef _DEBUG m_bDEPTHBLEND = false; #endif // _DEBUG
m_nDEPTHBLEND = 0; #ifdef _DEBUG m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 = false; #endif // _DEBUG
m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 = 0; #ifdef _DEBUG m_bCROP = false; #endif // _DEBUG
m_nCROP = 0; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = false; #endif // _DEBUG
m_nPACKED_INTERPOLATOR = 0; #ifdef _DEBUG m_bSPRITECARDVERTEXFOG = false; #endif // _DEBUG
m_nSPRITECARDVERTEXFOG = 0; #ifdef _DEBUG m_bHARDWAREFOGBLEND = false; #endif // _DEBUG
m_nHARDWAREFOGBLEND = 0; #ifdef _DEBUG m_bPERPARTICLEOUTLINE = false; #endif // _DEBUG
m_nPERPARTICLEOUTLINE = 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_bZOOM_ANIMATE_SEQ2 && m_bDUALSEQUENCE && m_bADDBASETEXTURE2 && m_bEXTRACTGREENALPHA && m_bDEPTHBLEND && m_bANIMBLEND_OR_MAXLUMFRAMEBLEND1 && m_bCROP && m_bPACKED_INTERPOLATOR && m_bSPRITECARDVERTEXFOG && m_bHARDWAREFOGBLEND && m_bPERPARTICLEOUTLINE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 5 * m_nZOOM_ANIMATE_SEQ2 ) + ( 10 * m_nDUALSEQUENCE ) + ( 20 * m_nADDBASETEXTURE2 ) + ( 40 * m_nEXTRACTGREENALPHA ) + ( 80 * m_nDEPTHBLEND ) + ( 160 * m_nANIMBLEND_OR_MAXLUMFRAMEBLEND1 ) + ( 320 * m_nCROP ) + ( 640 * m_nPACKED_INTERPOLATOR ) + ( 1280 * m_nSPRITECARDVERTEXFOG ) + ( 2560 * m_nHARDWAREFOGBLEND ) + ( 5120 * m_nPERPARTICLEOUTLINE ) + 0; } }; #define shaderStaticTest_spritecard_vs20 vsh_forgot_to_set_static_ZOOM_ANIMATE_SEQ2 + vsh_forgot_to_set_static_DUALSEQUENCE + vsh_forgot_to_set_static_ADDBASETEXTURE2 + vsh_forgot_to_set_static_EXTRACTGREENALPHA + vsh_forgot_to_set_static_DEPTHBLEND + vsh_forgot_to_set_static_ANIMBLEND_OR_MAXLUMFRAMEBLEND1 + vsh_forgot_to_set_static_CROP + vsh_forgot_to_set_static_PACKED_INTERPOLATOR + vsh_forgot_to_set_static_SPRITECARDVERTEXFOG + vsh_forgot_to_set_static_HARDWAREFOGBLEND + vsh_forgot_to_set_static_PERPARTICLEOUTLINE + 0 class spritecard_vs20_Dynamic_Index { private: int m_nORIENTATION; #ifdef _DEBUG bool m_bORIENTATION; #endif public: void SetORIENTATION( int i ) { Assert( i >= 0 && i <= 4 ); m_nORIENTATION = i; #ifdef _DEBUG m_bORIENTATION = true; #endif } void SetORIENTATION( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 ); m_nORIENTATION = i ? 1 : 0; #ifdef _DEBUG m_bORIENTATION = true; #endif } public: // CONSTRUCTOR
spritecard_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bORIENTATION = false; #endif // _DEBUG
m_nORIENTATION = 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_bORIENTATION; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nORIENTATION ) + 0; } }; #define shaderDynamicTest_spritecard_vs20 vsh_forgot_to_set_dynamic_ORIENTATION + 0
static const ShaderComboInformation_t s_DynamicComboArray_spritecard_vs20[1] = { { "ORIENTATION", 0, 4 }, };
static const ShaderComboInformation_t s_StaticComboArray_spritecard_vs20[11] = { { "ZOOM_ANIMATE_SEQ2", 0, 1 }, { "DUALSEQUENCE", 0, 1 }, { "ADDBASETEXTURE2", 0, 1 }, { "EXTRACTGREENALPHA", 0, 1 }, { "DEPTHBLEND", 0, 1 }, { "ANIMBLEND_OR_MAXLUMFRAMEBLEND1", 0, 1 }, { "CROP", 0, 1 }, { "PACKED_INTERPOLATOR", 0, 1 }, { "SPRITECARDVERTEXFOG", 0, 1 }, { "HARDWAREFOGBLEND", 0, 1 }, { "PERPARTICLEOUTLINE", 0, 1 }, }; static const ShaderComboSemantics_t spritecard_vs20_combos = { "spritecard_vs20", s_DynamicComboArray_spritecard_vs20, 1, s_StaticComboArray_spritecard_vs20, 11 };
class ConstructMe_spritecard_vs20 { public: ConstructMe_spritecard_vs20() { GetShaderDLL()->AddShaderComboInformation( &spritecard_vs20_combos ); } };
static ConstructMe_spritecard_vs20 s_ConstructMe_spritecard_vs20;
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