// 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 eyes_flashlight_ps30_Static_Index { 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 } public: // CONSTRUCTOR eyes_flashlight_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG m_nFLASHLIGHTDEPTHFILTERMODE = 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_bFLASHLIGHTDEPTHFILTERMODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 8 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0; } }; #define shaderStaticTest_eyes_flashlight_ps30 psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + 0 class eyes_flashlight_ps30_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_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 } private: int m_nUBERLIGHT; #ifdef _DEBUG bool m_bUBERLIGHT; #endif public: void SetUBERLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nUBERLIGHT = i; #ifdef _DEBUG m_bUBERLIGHT = true; #endif } void SetUBERLIGHT( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nUBERLIGHT = i ? 1 : 0; #ifdef _DEBUG m_bUBERLIGHT = true; #endif } public: // CONSTRUCTOR eyes_flashlight_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bUBERLIGHT = false; #endif // _DEBUG m_nUBERLIGHT = 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_bFLASHLIGHTSHADOWS && m_bUBERLIGHT; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + ( 4 * m_nUBERLIGHT ) + 0; } }; #define shaderDynamicTest_eyes_flashlight_ps30 psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_UBERLIGHT + 0 static const ShaderComboInformation_t s_DynamicComboArray_eyes_flashlight_ps30[3] = { { "PIXELFOGTYPE", 0, 1 }, { "FLASHLIGHTSHADOWS", 0, 1 }, { "UBERLIGHT", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_eyes_flashlight_ps30[1] = { { "FLASHLIGHTDEPTHFILTERMODE", 0, 2 }, }; static const ShaderComboSemantics_t eyes_flashlight_ps30_combos = { "eyes_flashlight_ps30", s_DynamicComboArray_eyes_flashlight_ps30, 3, s_StaticComboArray_eyes_flashlight_ps30, 1 }; class ConstructMe_eyes_flashlight_ps30 { public: ConstructMe_eyes_flashlight_ps30() { GetShaderDLL()->AddShaderComboInformation( &eyes_flashlight_ps30_combos ); } }; static ConstructMe_eyes_flashlight_ps30 s_ConstructMe_eyes_flashlight_ps30;