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319 lines
8.2 KiB
319 lines
8.2 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 )
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// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
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// ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 )
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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 eye_refract_ps20b_Static_Index
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{
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nLIGHTWARPTEXTURE;
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#ifdef _DEBUG
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bool m_bLIGHTWARPTEXTURE;
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#endif
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public:
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void SetLIGHTWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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void SetLIGHTWARPTEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLIGHTWARPTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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private:
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int m_nSPHERETEXKILLCOMBO;
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#ifdef _DEBUG
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bool m_bSPHERETEXKILLCOMBO;
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#endif
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public:
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void SetSPHERETEXKILLCOMBO( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSPHERETEXKILLCOMBO = i;
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#ifdef _DEBUG
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m_bSPHERETEXKILLCOMBO = true;
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#endif
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}
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void SetSPHERETEXKILLCOMBO( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSPHERETEXKILLCOMBO = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSPHERETEXKILLCOMBO = true;
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#endif
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}
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private:
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int m_nRAYTRACESPHERE;
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#ifdef _DEBUG
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bool m_bRAYTRACESPHERE;
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#endif
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public:
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void SetRAYTRACESPHERE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nRAYTRACESPHERE = i;
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#ifdef _DEBUG
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m_bRAYTRACESPHERE = true;
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#endif
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}
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void SetRAYTRACESPHERE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nRAYTRACESPHERE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bRAYTRACESPHERE = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTDEPTHFILTERMODE;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTDEPTHFILTERMODE;
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#endif
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public:
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void SetFLASHLIGHTDEPTHFILTERMODE( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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void SetFLASHLIGHTDEPTHFILTERMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nFLASHLIGHTDEPTHFILTERMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = true;
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#endif
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}
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private:
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int m_nWORLD_NORMAL;
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#ifdef _DEBUG
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bool m_bWORLD_NORMAL;
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#endif
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public:
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void SetWORLD_NORMAL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWORLD_NORMAL = i;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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void SetWORLD_NORMAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nWORLD_NORMAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eye_refract_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = false;
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#endif // _DEBUG
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m_nLIGHTWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bSPHERETEXKILLCOMBO = false;
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#endif // _DEBUG
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m_nSPHERETEXKILLCOMBO = 0;
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#ifdef _DEBUG
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m_bRAYTRACESPHERE = false;
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#endif // _DEBUG
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m_nRAYTRACESPHERE = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTDEPTHFILTERMODE = false;
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#endif // _DEBUG
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m_nFLASHLIGHTDEPTHFILTERMODE = 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = false;
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#endif // _DEBUG
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m_nWORLD_NORMAL = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bWORLD_NORMAL;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nFLASHLIGHT ) + ( 40 * m_nLIGHTWARPTEXTURE ) + ( 80 * m_nSPHERETEXKILLCOMBO ) + ( 160 * m_nRAYTRACESPHERE ) + ( 320 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 320 * m_nWORLD_NORMAL ) + 0;
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}
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};
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#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
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class eye_refract_ps20b_Dynamic_Index
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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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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nFLASHLIGHTSHADOWS;
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#ifdef _DEBUG
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bool m_bFLASHLIGHTSHADOWS;
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#endif
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public:
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void SetFLASHLIGHTSHADOWS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHTSHADOWS = i;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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void SetFLASHLIGHTSHADOWS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eye_refract_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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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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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bFLASHLIGHTSHADOWS = false;
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#endif // _DEBUG
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m_nFLASHLIGHTSHADOWS = 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 bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
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static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20b[3] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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{ "FLASHLIGHTSHADOWS", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20b[6] =
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{
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{ "FLASHLIGHT", 0, 1 },
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{ "LIGHTWARPTEXTURE", 0, 1 },
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{ "SPHERETEXKILLCOMBO", 0, 1 },
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{ "RAYTRACESPHERE", 0, 1 },
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{ "FLASHLIGHTDEPTHFILTERMODE", 0, 0 },
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{ "WORLD_NORMAL", 0, 0 },
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};
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static const ShaderComboSemantics_t eye_refract_ps20b_combos =
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{
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"eye_refract_ps20b", s_DynamicComboArray_eye_refract_ps20b, 3, s_StaticComboArray_eye_refract_ps20b, 6
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};
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class ConstructMe_eye_refract_ps20b
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{
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public:
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ConstructMe_eye_refract_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20b_combos );
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}
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};
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static ConstructMe_eye_refract_ps20b s_ConstructMe_eye_refract_ps20b;
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