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228 lines
5.2 KiB
228 lines
5.2 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $DOWATERFOG == 0 ) && ( $DOPIXELFOG && $HARDWAREFOGBLEND )
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// ( $DOWATERFOG == 0 ) && ( $HARDWAREFOGBLEND == 0 ) && ( $DOPIXELFOG == 0 )
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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#include "shaderlib/cshader.h"
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class eyes_flashlight_vs20_Static_Index
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{
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private:
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int m_nDOPIXELFOG;
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#ifdef _DEBUG
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bool m_bDOPIXELFOG;
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#endif
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public:
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void SetDOPIXELFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOPIXELFOG = i;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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void SetDOPIXELFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOPIXELFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif
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}
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private:
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int m_nHARDWAREFOGBLEND;
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#ifdef _DEBUG
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bool m_bHARDWAREFOGBLEND;
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#endif
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public:
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void SetHARDWAREFOGBLEND( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nHARDWAREFOGBLEND = i;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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void SetHARDWAREFOGBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nHARDWAREFOGBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eyes_flashlight_vs20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bDOPIXELFOG = true;
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#endif // _DEBUG
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m_nDOPIXELFOG = g_pHardwareConfig->SupportsPixelShaders_2_b() ;
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#ifdef _DEBUG
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m_bHARDWAREFOGBLEND = true;
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#endif // _DEBUG
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m_nHARDWAREFOGBLEND = 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_bDOPIXELFOG && m_bHARDWAREFOGBLEND;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 8 * m_nDOPIXELFOG ) + ( 16 * m_nHARDWAREFOGBLEND ) + 0;
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}
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};
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#define shaderStaticTest_eyes_flashlight_vs20 0
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class eyes_flashlight_vs20_Dynamic_Index
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{
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private:
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int m_nCOMPRESSED_VERTS;
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#ifdef _DEBUG
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bool m_bCOMPRESSED_VERTS;
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#endif
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public:
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void SetCOMPRESSED_VERTS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOMPRESSED_VERTS = i;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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void SetCOMPRESSED_VERTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOMPRESSED_VERTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = true;
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#endif
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}
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private:
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int m_nSKINNING;
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#ifdef _DEBUG
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bool m_bSKINNING;
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#endif
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public:
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void SetSKINNING( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSKINNING = i;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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void SetSKINNING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSKINNING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSKINNING = true;
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#endif
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}
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private:
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int m_nDOWATERFOG;
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#ifdef _DEBUG
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bool m_bDOWATERFOG;
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#endif
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public:
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void SetDOWATERFOG( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDOWATERFOG = i;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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void SetDOWATERFOG( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDOWATERFOG = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif
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}
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private:
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int m_nMORPHING;
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#ifdef _DEBUG
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bool m_bMORPHING;
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#endif
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public:
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void SetMORPHING( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nMORPHING = i;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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void SetMORPHING( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nMORPHING = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eyes_flashlight_vs20_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bCOMPRESSED_VERTS = false;
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#endif // _DEBUG
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m_nCOMPRESSED_VERTS = 0;
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#ifdef _DEBUG
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m_bSKINNING = false;
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#endif // _DEBUG
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m_nSKINNING = 0;
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#ifdef _DEBUG
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m_bDOWATERFOG = true;
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#endif // _DEBUG
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m_nDOWATERFOG = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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#ifdef _DEBUG
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m_bMORPHING = true;
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#endif // _DEBUG
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m_nMORPHING = false ;
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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_bCOMPRESSED_VERTS && m_bSKINNING && m_bDOWATERFOG && m_bMORPHING;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nCOMPRESSED_VERTS ) + ( 2 * m_nSKINNING ) + ( 4 * m_nDOWATERFOG ) + ( 8 * m_nMORPHING ) + 0;
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}
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};
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#define shaderDynamicTest_eyes_flashlight_vs20 vsh_forgot_to_set_dynamic_COMPRESSED_VERTS + vsh_forgot_to_set_dynamic_SKINNING + 0
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static const ShaderComboInformation_t s_DynamicComboArray_eyes_flashlight_vs20[4] =
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{
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{ "COMPRESSED_VERTS", 0, 1 },
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{ "SKINNING", 0, 1 },
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{ "DOWATERFOG", 0, 1 },
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{ "MORPHING", 0, 0 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_eyes_flashlight_vs20[2] =
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{
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{ "DOPIXELFOG", 0, 1 },
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{ "HARDWAREFOGBLEND", 0, 0 },
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};
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static const ShaderComboSemantics_t eyes_flashlight_vs20_combos =
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{
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"eyes_flashlight_vs20", s_DynamicComboArray_eyes_flashlight_vs20, 4, s_StaticComboArray_eyes_flashlight_vs20, 2
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};
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class ConstructMe_eyes_flashlight_vs20
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{
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public:
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ConstructMe_eyes_flashlight_vs20()
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{
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GetShaderDLL()->AddShaderComboInformation( &eyes_flashlight_vs20_combos );
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}
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};
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static ConstructMe_eyes_flashlight_vs20 s_ConstructMe_eyes_flashlight_vs20;
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