// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) // ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 ) // 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 eye_refract_ps20b_Static_Index { 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_nLIGHTWARPTEXTURE; #ifdef _DEBUG bool m_bLIGHTWARPTEXTURE; #endif public: void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } void SetLIGHTWARPTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nLIGHTWARPTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif } private: int m_nSPHERETEXKILLCOMBO; #ifdef _DEBUG bool m_bSPHERETEXKILLCOMBO; #endif public: void SetSPHERETEXKILLCOMBO( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPHERETEXKILLCOMBO = i; #ifdef _DEBUG m_bSPHERETEXKILLCOMBO = true; #endif } void SetSPHERETEXKILLCOMBO( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nSPHERETEXKILLCOMBO = i ? 1 : 0; #ifdef _DEBUG m_bSPHERETEXKILLCOMBO = true; #endif } private: int m_nRAYTRACESPHERE; #ifdef _DEBUG bool m_bRAYTRACESPHERE; #endif public: void SetRAYTRACESPHERE( int i ) { Assert( i >= 0 && i <= 1 ); m_nRAYTRACESPHERE = i; #ifdef _DEBUG m_bRAYTRACESPHERE = true; #endif } void SetRAYTRACESPHERE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nRAYTRACESPHERE = i ? 1 : 0; #ifdef _DEBUG m_bRAYTRACESPHERE = true; #endif } private: int m_nFLASHLIGHTDEPTHFILTERMODE; #ifdef _DEBUG bool m_bFLASHLIGHTDEPTHFILTERMODE; #endif public: void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } void SetFLASHLIGHTDEPTHFILTERMODE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif } private: int m_nWORLD_NORMAL; #ifdef _DEBUG bool m_bWORLD_NORMAL; #endif public: void SetWORLD_NORMAL( int i ) { Assert( i >= 0 && i <= 0 ); m_nWORLD_NORMAL = i; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } void SetWORLD_NORMAL( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nWORLD_NORMAL = i ? 1 : 0; #ifdef _DEBUG m_bWORLD_NORMAL = true; #endif } public: // CONSTRUCTOR eye_refract_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bFLASHLIGHT = false; #endif // _DEBUG m_nFLASHLIGHT = 0; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = false; #endif // _DEBUG m_nLIGHTWARPTEXTURE = 0; #ifdef _DEBUG m_bSPHERETEXKILLCOMBO = false; #endif // _DEBUG m_nSPHERETEXKILLCOMBO = 0; #ifdef _DEBUG m_bRAYTRACESPHERE = false; #endif // _DEBUG m_nRAYTRACESPHERE = 0; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bWORLD_NORMAL = false; #endif // _DEBUG m_nWORLD_NORMAL = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bWORLD_NORMAL; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 20 * m_nFLASHLIGHT ) + ( 40 * m_nLIGHTWARPTEXTURE ) + ( 80 * m_nSPHERETEXKILLCOMBO ) + ( 160 * m_nRAYTRACESPHERE ) + ( 320 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 320 * m_nWORLD_NORMAL ) + 0; } }; #define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_WORLD_NORMAL + 0 class eye_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_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_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 eye_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_bNUM_LIGHTS = false; #endif // _DEBUG m_nNUM_LIGHTS = 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_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0 static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20b[3] = { { "PIXELFOGTYPE", 0, 1 }, { "NUM_LIGHTS", 0, 4 }, { "FLASHLIGHTSHADOWS", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20b[6] = { { "FLASHLIGHT", 0, 1 }, { "LIGHTWARPTEXTURE", 0, 1 }, { "SPHERETEXKILLCOMBO", 0, 1 }, { "RAYTRACESPHERE", 0, 1 }, { "FLASHLIGHTDEPTHFILTERMODE", 0, 0 }, { "WORLD_NORMAL", 0, 0 }, }; static const ShaderComboSemantics_t eye_refract_ps20b_combos = { "eye_refract_ps20b", s_DynamicComboArray_eye_refract_ps20b, 3, s_StaticComboArray_eye_refract_ps20b, 6 }; class ConstructMe_eye_refract_ps20b { public: ConstructMe_eye_refract_ps20b() { GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20b_combos ); } }; static ConstructMe_eye_refract_ps20b s_ConstructMe_eye_refract_ps20b;