// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // 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 watercheap_ps20b_Static_Index { private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } private: int m_nFRESNEL; #ifdef _DEBUG bool m_bFRESNEL; #endif public: void SetFRESNEL( int i ) { Assert( i >= 0 && i <= 1 ); m_nFRESNEL = i; #ifdef _DEBUG m_bFRESNEL = true; #endif } void SetFRESNEL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFRESNEL = i ? 1 : 0; #ifdef _DEBUG m_bFRESNEL = true; #endif } private: int m_nBLEND; #ifdef _DEBUG bool m_bBLEND; #endif public: void SetBLEND( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLEND = i; #ifdef _DEBUG m_bBLEND = true; #endif } void SetBLEND( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nBLEND = i ? 1 : 0; #ifdef _DEBUG m_bBLEND = true; #endif } private: int m_nREFRACTALPHA; #ifdef _DEBUG bool m_bREFRACTALPHA; #endif public: void SetREFRACTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACTALPHA = i; #ifdef _DEBUG m_bREFRACTALPHA = true; #endif } void SetREFRACTALPHA( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nREFRACTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bREFRACTALPHA = true; #endif } private: int m_nHDRTYPE; #ifdef _DEBUG bool m_bHDRTYPE; #endif public: void SetHDRTYPE( int i ) { Assert( i >= 0 && i <= 2 ); m_nHDRTYPE = i; #ifdef _DEBUG m_bHDRTYPE = true; #endif } void SetHDRTYPE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 ); m_nHDRTYPE = i ? 1 : 0; #ifdef _DEBUG m_bHDRTYPE = true; #endif } private: int m_nFLOWMAP; #ifdef _DEBUG bool m_bFLOWMAP; #endif public: void SetFLOWMAP( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOWMAP = i; #ifdef _DEBUG m_bFLOWMAP = true; #endif } void SetFLOWMAP( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOWMAP = i ? 1 : 0; #ifdef _DEBUG m_bFLOWMAP = true; #endif } private: int m_nFLOW_DEBUG; #ifdef _DEBUG bool m_bFLOW_DEBUG; #endif public: void SetFLOW_DEBUG( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLOW_DEBUG = i; #ifdef _DEBUG m_bFLOW_DEBUG = true; #endif } void SetFLOW_DEBUG( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nFLOW_DEBUG = i ? 1 : 0; #ifdef _DEBUG m_bFLOW_DEBUG = true; #endif } public: // CONSTRUCTOR watercheap_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bFRESNEL = false; #endif // _DEBUG m_nFRESNEL = 0; #ifdef _DEBUG m_bBLEND = false; #endif // _DEBUG m_nBLEND = 0; #ifdef _DEBUG m_bREFRACTALPHA = false; #endif // _DEBUG m_nREFRACTALPHA = 0; #ifdef _DEBUG m_bHDRTYPE = false; #endif // _DEBUG m_nHDRTYPE = 0; #ifdef _DEBUG m_bFLOWMAP = false; #endif // _DEBUG m_nFLOWMAP = 0; #ifdef _DEBUG m_bFLOW_DEBUG = false; #endif // _DEBUG m_nFLOW_DEBUG = 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_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bFLOWMAP && m_bFLOW_DEBUG; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nMULTITEXTURE ) + ( 8 * m_nFRESNEL ) + ( 16 * m_nBLEND ) + ( 32 * m_nREFRACTALPHA ) + ( 64 * m_nHDRTYPE ) + ( 192 * m_nFLOWMAP ) + ( 384 * m_nFLOW_DEBUG ) + 0; } }; #define shaderStaticTest_watercheap_ps20b psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_FRESNEL + psh_forgot_to_set_static_BLEND + psh_forgot_to_set_static_REFRACTALPHA + psh_forgot_to_set_static_HDRTYPE + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_FLOW_DEBUG + 0 class watercheap_ps20b_Dynamic_Index { private: int m_nHDRENABLED; #ifdef _DEBUG bool m_bHDRENABLED; #endif public: void SetHDRENABLED( int i ) { Assert( i >= 0 && i <= 1 ); m_nHDRENABLED = i; #ifdef _DEBUG m_bHDRENABLED = true; #endif } void SetHDRENABLED( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHDRENABLED = i ? 1 : 0; #ifdef _DEBUG m_bHDRENABLED = 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 watercheap_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bHDRENABLED = false; #endif // _DEBUG m_nHDRENABLED = 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_bHDRENABLED && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_watercheap_ps20b psh_forgot_to_set_dynamic_HDRENABLED + 0 static const ShaderComboInformation_t s_DynamicComboArray_WaterCheap_ps20b[2] = { { "HDRENABLED", 0, 1 }, { "PIXELFOGTYPE", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_WaterCheap_ps20b[7] = { { "MULTITEXTURE", 0, 1 }, { "FRESNEL", 0, 1 }, { "BLEND", 0, 1 }, { "REFRACTALPHA", 0, 1 }, { "HDRTYPE", 0, 2 }, { "FLOWMAP", 0, 1 }, { "FLOW_DEBUG", 0, 1 }, }; static const ShaderComboSemantics_t WaterCheap_ps20b_combos = { "WaterCheap_ps20b", s_DynamicComboArray_WaterCheap_ps20b, 2, s_StaticComboArray_WaterCheap_ps20b, 7 }; class ConstructMe_WaterCheap_ps20b { public: ConstructMe_WaterCheap_ps20b() { GetShaderDLL()->AddShaderComboInformation( &WaterCheap_ps20b_combos ); } }; static ConstructMe_WaterCheap_ps20b s_ConstructMe_WaterCheap_ps20b;