// 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 portal_ps20b_Static_Index { private: int m_nHASALPHAMASK; #ifdef _DEBUG bool m_bHASALPHAMASK; #endif public: void SetHASALPHAMASK( int i ) { Assert( i >= 0 && i <= 1 ); m_nHASALPHAMASK = i; #ifdef _DEBUG m_bHASALPHAMASK = true; #endif } void SetHASALPHAMASK( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHASALPHAMASK = i ? 1 : 0; #ifdef _DEBUG m_bHASALPHAMASK = true; #endif } private: int m_nHASSTATICTEXTURE; #ifdef _DEBUG bool m_bHASSTATICTEXTURE; #endif public: void SetHASSTATICTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nHASSTATICTEXTURE = i; #ifdef _DEBUG m_bHASSTATICTEXTURE = true; #endif } void SetHASSTATICTEXTURE( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nHASSTATICTEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bHASSTATICTEXTURE = true; #endif } public: // CONSTRUCTOR portal_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params ) { #ifdef _DEBUG m_bHASALPHAMASK = false; #endif // _DEBUG m_nHASALPHAMASK = 0; #ifdef _DEBUG m_bHASSTATICTEXTURE = false; #endif // _DEBUG m_nHASSTATICTEXTURE = 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_bHASALPHAMASK && m_bHASSTATICTEXTURE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG return ( 4 * m_nHASALPHAMASK ) + ( 8 * m_nHASSTATICTEXTURE ) + 0; } }; #define shaderStaticTest_portal_ps20b psh_forgot_to_set_static_HASALPHAMASK + psh_forgot_to_set_static_HASSTATICTEXTURE + 0 class portal_ps20b_Dynamic_Index { private: int m_nADDSTATIC; #ifdef _DEBUG bool m_bADDSTATIC; #endif public: void SetADDSTATIC( int i ) { Assert( i >= 0 && i <= 1 ); m_nADDSTATIC = i; #ifdef _DEBUG m_bADDSTATIC = true; #endif } void SetADDSTATIC( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 ); m_nADDSTATIC = i ? 1 : 0; #ifdef _DEBUG m_bADDSTATIC = true; #endif } private: int m_nD_NVIDIA_STEREO; #ifdef _DEBUG bool m_bD_NVIDIA_STEREO; #endif public: void SetD_NVIDIA_STEREO( int i ) { Assert( i >= 0 && i <= 0 ); m_nD_NVIDIA_STEREO = i; #ifdef _DEBUG m_bD_NVIDIA_STEREO = true; #endif } void SetD_NVIDIA_STEREO( bool i ) { Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 ); m_nD_NVIDIA_STEREO = i ? 1 : 0; #ifdef _DEBUG m_bD_NVIDIA_STEREO = 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 portal_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI ) { #ifdef _DEBUG m_bADDSTATIC = false; #endif // _DEBUG m_nADDSTATIC = 0; #ifdef _DEBUG m_bD_NVIDIA_STEREO = false; #endif // _DEBUG m_nD_NVIDIA_STEREO = 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_bADDSTATIC && m_bD_NVIDIA_STEREO && m_bPIXELFOGTYPE; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG return ( 1 * m_nADDSTATIC ) + ( 2 * m_nD_NVIDIA_STEREO ) + ( 2 * m_nPIXELFOGTYPE ) + 0; } }; #define shaderDynamicTest_portal_ps20b psh_forgot_to_set_dynamic_ADDSTATIC + psh_forgot_to_set_dynamic_D_NVIDIA_STEREO + 0 static const ShaderComboInformation_t s_DynamicComboArray_portal_ps20b[3] = { { "ADDSTATIC", 0, 1 }, { "D_NVIDIA_STEREO", 0, 0 }, { "PIXELFOGTYPE", 0, 1 }, }; static const ShaderComboInformation_t s_StaticComboArray_portal_ps20b[2] = { { "HASALPHAMASK", 0, 1 }, { "HASSTATICTEXTURE", 0, 1 }, }; static const ShaderComboSemantics_t portal_ps20b_combos = { "portal_ps20b", s_DynamicComboArray_portal_ps20b, 3, s_StaticComboArray_portal_ps20b, 2 }; class ConstructMe_portal_ps20b { public: ConstructMe_portal_ps20b() { GetShaderDLL()->AddShaderComboInformation( &portal_ps20b_combos ); } }; static ConstructMe_portal_ps20b s_ConstructMe_portal_ps20b;