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316 lines
7.3 KiB
316 lines
7.3 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class watercheap_ps20b_Static_Index
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{
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private:
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int m_nMULTITEXTURE;
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#ifdef _DEBUG
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bool m_bMULTITEXTURE;
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#endif
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public:
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void SetMULTITEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMULTITEXTURE = i;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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void SetMULTITEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMULTITEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMULTITEXTURE = true;
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#endif
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}
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private:
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int m_nFRESNEL;
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#ifdef _DEBUG
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bool m_bFRESNEL;
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#endif
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public:
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void SetFRESNEL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFRESNEL = i;
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#ifdef _DEBUG
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m_bFRESNEL = true;
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#endif
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}
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void SetFRESNEL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFRESNEL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFRESNEL = true;
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#endif
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}
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private:
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int m_nBLEND;
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#ifdef _DEBUG
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bool m_bBLEND;
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#endif
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public:
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void SetBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBLEND = i;
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#ifdef _DEBUG
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m_bBLEND = true;
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#endif
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}
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void SetBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBLEND = true;
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#endif
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}
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private:
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int m_nREFRACTALPHA;
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#ifdef _DEBUG
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bool m_bREFRACTALPHA;
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#endif
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public:
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void SetREFRACTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nREFRACTALPHA = i;
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#ifdef _DEBUG
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m_bREFRACTALPHA = true;
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#endif
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}
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void SetREFRACTALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nREFRACTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bREFRACTALPHA = true;
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#endif
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}
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private:
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int m_nHDRTYPE;
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#ifdef _DEBUG
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bool m_bHDRTYPE;
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#endif
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public:
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void SetHDRTYPE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nHDRTYPE = i;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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void SetHDRTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nHDRTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRTYPE = true;
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#endif
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}
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private:
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int m_nFLOWMAP;
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#ifdef _DEBUG
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bool m_bFLOWMAP;
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#endif
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public:
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void SetFLOWMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLOWMAP = i;
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#ifdef _DEBUG
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m_bFLOWMAP = true;
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#endif
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}
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void SetFLOWMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLOWMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOWMAP = true;
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#endif
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}
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private:
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int m_nFLOW_DEBUG;
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#ifdef _DEBUG
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bool m_bFLOW_DEBUG;
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#endif
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public:
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void SetFLOW_DEBUG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLOW_DEBUG = i;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = true;
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#endif
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}
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void SetFLOW_DEBUG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLOW_DEBUG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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watercheap_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bMULTITEXTURE = false;
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#endif // _DEBUG
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m_nMULTITEXTURE = 0;
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#ifdef _DEBUG
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m_bFRESNEL = false;
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#endif // _DEBUG
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m_nFRESNEL = 0;
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#ifdef _DEBUG
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m_bBLEND = false;
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#endif // _DEBUG
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m_nBLEND = 0;
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#ifdef _DEBUG
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m_bREFRACTALPHA = false;
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#endif // _DEBUG
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m_nREFRACTALPHA = 0;
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#ifdef _DEBUG
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m_bHDRTYPE = false;
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#endif // _DEBUG
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m_nHDRTYPE = 0;
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#ifdef _DEBUG
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m_bFLOWMAP = false;
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#endif // _DEBUG
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m_nFLOWMAP = 0;
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#ifdef _DEBUG
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m_bFLOW_DEBUG = false;
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#endif // _DEBUG
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m_nFLOW_DEBUG = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllStaticVarsDefined = m_bMULTITEXTURE && m_bFRESNEL && m_bBLEND && m_bREFRACTALPHA && m_bHDRTYPE && m_bFLOWMAP && m_bFLOW_DEBUG;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nMULTITEXTURE ) + ( 8 * m_nFRESNEL ) + ( 16 * m_nBLEND ) + ( 32 * m_nREFRACTALPHA ) + ( 64 * m_nHDRTYPE ) + ( 192 * m_nFLOWMAP ) + ( 384 * m_nFLOW_DEBUG ) + 0;
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}
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};
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#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
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class watercheap_ps20b_Dynamic_Index
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{
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private:
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int m_nHDRENABLED;
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#ifdef _DEBUG
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bool m_bHDRENABLED;
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#endif
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public:
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void SetHDRENABLED( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHDRENABLED = i;
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#ifdef _DEBUG
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m_bHDRENABLED = true;
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#endif
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}
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void SetHDRENABLED( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHDRENABLED = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHDRENABLED = true;
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#endif
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}
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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watercheap_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bHDRENABLED = false;
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#endif // _DEBUG
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m_nHDRENABLED = 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bHDRENABLED && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nHDRENABLED ) + ( 2 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_watercheap_ps20b psh_forgot_to_set_dynamic_HDRENABLED + 0
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static const ShaderComboInformation_t s_DynamicComboArray_WaterCheap_ps20b[2] =
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{
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{ "HDRENABLED", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_WaterCheap_ps20b[7] =
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{
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{ "MULTITEXTURE", 0, 1 },
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{ "FRESNEL", 0, 1 },
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{ "BLEND", 0, 1 },
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{ "REFRACTALPHA", 0, 1 },
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{ "HDRTYPE", 0, 2 },
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{ "FLOWMAP", 0, 1 },
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{ "FLOW_DEBUG", 0, 1 },
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};
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static const ShaderComboSemantics_t WaterCheap_ps20b_combos =
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{
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"WaterCheap_ps20b", s_DynamicComboArray_WaterCheap_ps20b, 2, s_StaticComboArray_WaterCheap_ps20b, 7
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};
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class ConstructMe_WaterCheap_ps20b
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{
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public:
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ConstructMe_WaterCheap_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &WaterCheap_ps20b_combos );
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}
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};
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static ConstructMe_WaterCheap_ps20b s_ConstructMe_WaterCheap_ps20b;
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