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// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ( $DISTANCEALPHA == 0 ) && ( $SOFTEDGES || $OUTLINE )
// $DISTANCEALPHA && $DUALSEQUENCE
// $DISTANCEALPHA && ( $MAXLUMFRAMEBLEND2 || $MAXLUMFRAMEBLEND1 )
// ( $DUALSEQUENCE == 0 ) && ( $SEQUENCE_BLEND_MODE != 0 )
// $INVERSEDEPTHBLEND && !$DEPTHBLEND
// $PACKED_INTERPOLATOR && ( $ANIMBLEND || $MAXLUMFRAMEBLEND1 || $EXTRACTGREENALPHA || $DUALSEQUENCE )
// 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 spritecard_ps20_Static_Index { 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_nSEQUENCE_BLEND_MODE; #ifdef _DEBUG bool m_bSEQUENCE_BLEND_MODE; #endif public: void SetSEQUENCE_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nSEQUENCE_BLEND_MODE = i; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = true; #endif } void SetSEQUENCE_BLEND_MODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nSEQUENCE_BLEND_MODE = i ? 1 : 0; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = 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_nMAXLUMFRAMEBLEND1; #ifdef _DEBUG bool m_bMAXLUMFRAMEBLEND1; #endif public: void SetMAXLUMFRAMEBLEND1( int i ) { Assert( i >= 0 && i <= 1 ); m_nMAXLUMFRAMEBLEND1 = i; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = true; #endif } void SetMAXLUMFRAMEBLEND1( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = true; #endif } private: int m_nMAXLUMFRAMEBLEND2; #ifdef _DEBUG bool m_bMAXLUMFRAMEBLEND2; #endif public: void SetMAXLUMFRAMEBLEND2( int i ) { Assert( i >= 0 && i <= 1 ); m_nMAXLUMFRAMEBLEND2 = i; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = true; #endif } void SetMAXLUMFRAMEBLEND2( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = 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_nCOLORRAMP; #ifdef _DEBUG bool m_bCOLORRAMP; #endif public: void SetCOLORRAMP( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLORRAMP = i; #ifdef _DEBUG m_bCOLORRAMP = true; #endif } void SetCOLORRAMP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOLORRAMP = i ? 1 : 0; #ifdef _DEBUG m_bCOLORRAMP = true; #endif } private: int m_nANIMBLEND; #ifdef _DEBUG bool m_bANIMBLEND; #endif public: void SetANIMBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nANIMBLEND = i; #ifdef _DEBUG m_bANIMBLEND = true; #endif } void SetANIMBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nANIMBLEND = i ? 1 : 0; #ifdef _DEBUG m_bANIMBLEND = true; #endif } private: int m_nADDSELF; #ifdef _DEBUG bool m_bADDSELF; #endif public: void SetADDSELF( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDSELF = i; #ifdef _DEBUG m_bADDSELF = true; #endif } void SetADDSELF( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nADDSELF = i ? 1 : 0; #ifdef _DEBUG m_bADDSELF = true; #endif } private: int m_nMOD2X; #ifdef _DEBUG bool m_bMOD2X; #endif public: void SetMOD2X( int i ) { Assert( i >= 0 && i <= 1 ); m_nMOD2X = i; #ifdef _DEBUG m_bMOD2X = true; #endif } void SetMOD2X( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMOD2X = i ? 1 : 0; #ifdef _DEBUG m_bMOD2X = 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_nINVERSEDEPTHBLEND; #ifdef _DEBUG bool m_bINVERSEDEPTHBLEND; #endif public: void SetINVERSEDEPTHBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nINVERSEDEPTHBLEND = i; #ifdef _DEBUG m_bINVERSEDEPTHBLEND = true; #endif } void SetINVERSEDEPTHBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nINVERSEDEPTHBLEND = i ? 1 : 0; #ifdef _DEBUG m_bINVERSEDEPTHBLEND = 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_nCOLOR_LERP_PS; #ifdef _DEBUG bool m_bCOLOR_LERP_PS; #endif public: void SetCOLOR_LERP_PS( int i ) { Assert( i >= 0 && i <= 1 ); m_nCOLOR_LERP_PS = i; #ifdef _DEBUG m_bCOLOR_LERP_PS = true; #endif } void SetCOLOR_LERP_PS( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nCOLOR_LERP_PS = i ? 1 : 0; #ifdef _DEBUG m_bCOLOR_LERP_PS = 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_nDISTANCEALPHA; #ifdef _DEBUG bool m_bDISTANCEALPHA; #endif public: void SetDISTANCEALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nDISTANCEALPHA = i; #ifdef _DEBUG m_bDISTANCEALPHA = true; #endif } void SetDISTANCEALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nDISTANCEALPHA = i ? 1 : 0; #ifdef _DEBUG m_bDISTANCEALPHA = true; #endif } private: int m_nSOFTEDGES; #ifdef _DEBUG bool m_bSOFTEDGES; #endif public: void SetSOFTEDGES( int i ) { Assert( i >= 0 && i <= 1 ); m_nSOFTEDGES = i; #ifdef _DEBUG m_bSOFTEDGES = true; #endif } void SetSOFTEDGES( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSOFTEDGES = i ? 1 : 0; #ifdef _DEBUG m_bSOFTEDGES = true; #endif } private: int m_nOUTLINE; #ifdef _DEBUG bool m_bOUTLINE; #endif public: void SetOUTLINE( int i ) { Assert( i >= 0 && i <= 1 ); m_nOUTLINE = i; #ifdef _DEBUG m_bOUTLINE = true; #endif } void SetOUTLINE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nOUTLINE = i ? 1 : 0; #ifdef _DEBUG m_bOUTLINE = true; #endif } private: int m_nMULOUTPUTBYALPHA; #ifdef _DEBUG bool m_bMULOUTPUTBYALPHA; #endif public: void SetMULOUTPUTBYALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULOUTPUTBYALPHA = i; #ifdef _DEBUG m_bMULOUTPUTBYALPHA = true; #endif } void SetMULOUTPUTBYALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMULOUTPUTBYALPHA = i ? 1 : 0; #ifdef _DEBUG m_bMULOUTPUTBYALPHA = true; #endif } public: // CONSTRUCTOR
spritecard_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bDUALSEQUENCE = false; #endif // _DEBUG
m_nDUALSEQUENCE = 0; #ifdef _DEBUG m_bSEQUENCE_BLEND_MODE = false; #endif // _DEBUG
m_nSEQUENCE_BLEND_MODE = 0; #ifdef _DEBUG m_bADDBASETEXTURE2 = false; #endif // _DEBUG
m_nADDBASETEXTURE2 = 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND1 = false; #endif // _DEBUG
m_nMAXLUMFRAMEBLEND1 = 0; #ifdef _DEBUG m_bMAXLUMFRAMEBLEND2 = false; #endif // _DEBUG
m_nMAXLUMFRAMEBLEND2 = 0; #ifdef _DEBUG m_bEXTRACTGREENALPHA = false; #endif // _DEBUG
m_nEXTRACTGREENALPHA = 0; #ifdef _DEBUG m_bCOLORRAMP = false; #endif // _DEBUG
m_nCOLORRAMP = 0; #ifdef _DEBUG m_bANIMBLEND = false; #endif // _DEBUG
m_nANIMBLEND = 0; #ifdef _DEBUG m_bADDSELF = false; #endif // _DEBUG
m_nADDSELF = 0; #ifdef _DEBUG m_bMOD2X = false; #endif // _DEBUG
m_nMOD2X = 0; #ifdef _DEBUG m_bDEPTHBLEND = false; #endif // _DEBUG
m_nDEPTHBLEND = 0; #ifdef _DEBUG m_bINVERSEDEPTHBLEND = false; #endif // _DEBUG
m_nINVERSEDEPTHBLEND = 0; #ifdef _DEBUG m_bSHADER_SRGB_READ = false; #endif // _DEBUG
m_nSHADER_SRGB_READ = 0; #ifdef _DEBUG m_bCOLOR_LERP_PS = false; #endif // _DEBUG
m_nCOLOR_LERP_PS = 0; #ifdef _DEBUG m_bPACKED_INTERPOLATOR = false; #endif // _DEBUG
m_nPACKED_INTERPOLATOR = 0; #ifdef _DEBUG m_bDISTANCEALPHA = false; #endif // _DEBUG
m_nDISTANCEALPHA = 0; #ifdef _DEBUG m_bSOFTEDGES = false; #endif // _DEBUG
m_nSOFTEDGES = 0; #ifdef _DEBUG m_bOUTLINE = false; #endif // _DEBUG
m_nOUTLINE = 0; #ifdef _DEBUG m_bMULOUTPUTBYALPHA = false; #endif // _DEBUG
m_nMULOUTPUTBYALPHA = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bMOD2X && m_bDEPTHBLEND && m_bINVERSEDEPTHBLEND && m_bSHADER_SRGB_READ && m_bCOLOR_LERP_PS && m_bPACKED_INTERPOLATOR && m_bDISTANCEALPHA && m_bSOFTEDGES && m_bOUTLINE && m_bMULOUTPUTBYALPHA; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + ( 768 * m_nMOD2X ) + ( 1536 * m_nDEPTHBLEND ) + ( 3072 * m_nINVERSEDEPTHBLEND ) + ( 6144 * m_nSHADER_SRGB_READ ) + ( 12288 * m_nCOLOR_LERP_PS ) + ( 24576 * m_nPACKED_INTERPOLATOR ) + ( 49152 * m_nDISTANCEALPHA ) + ( 98304 * m_nSOFTEDGES ) + ( 196608 * m_nOUTLINE ) + ( 393216 * m_nMULOUTPUTBYALPHA ) + 0; } }; #define shaderStaticTest_spritecard_ps20 psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_MOD2X + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_INVERSEDEPTHBLEND + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_COLOR_LERP_PS + psh_forgot_to_set_static_PACKED_INTERPOLATOR + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_MULOUTPUTBYALPHA + 0 class spritecard_ps20_Dynamic_Index { public: // CONSTRUCTOR
spritecard_ps20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { } 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 #endif // _DEBUG
return 0; } }; #define shaderDynamicTest_spritecard_ps20 0
static const ShaderComboInformation_t s_StaticComboArray_spritecard_ps20[19] = { { "DUALSEQUENCE", 0, 1 }, { "SEQUENCE_BLEND_MODE", 0, 2 }, { "ADDBASETEXTURE2", 0, 1 }, { "MAXLUMFRAMEBLEND1", 0, 1 }, { "MAXLUMFRAMEBLEND2", 0, 1 }, { "EXTRACTGREENALPHA", 0, 1 }, { "COLORRAMP", 0, 1 }, { "ANIMBLEND", 0, 1 }, { "ADDSELF", 0, 1 }, { "MOD2X", 0, 1 }, { "DEPTHBLEND", 0, 1 }, { "INVERSEDEPTHBLEND", 0, 1 }, { "SHADER_SRGB_READ", 0, 1 }, { "COLOR_LERP_PS", 0, 1 }, { "PACKED_INTERPOLATOR", 0, 1 }, { "DISTANCEALPHA", 0, 1 }, { "SOFTEDGES", 0, 1 }, { "OUTLINE", 0, 1 }, { "MULOUTPUTBYALPHA", 0, 1 }, }; static const ShaderComboSemantics_t spritecard_ps20_combos = { "spritecard_ps20", NULL, 0, s_StaticComboArray_spritecard_ps20, 19 };
class ConstructMe_spritecard_ps20 { public: ConstructMe_spritecard_ps20() { GetShaderDLL()->AddShaderComboInformation( &spritecard_ps20_combos ); } };
static ConstructMe_spritecard_ps20 s_ConstructMe_spritecard_ps20;
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