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470 lines
12 KiB
470 lines
12 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $CONTACT_SHADOW == 1 ) && ( $SELF_ILLUM_PULSE == 1 )
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// ( $BACK_SURFACE == 1 ) && ( $LIGHT_WARP > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $FRESNEL_WARP > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $INTERIOR_LAYER > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $SELF_ILLUM_FRESNEL > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $OPACITY_TEXTURE > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $CONTACT_SHADOW > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $SELF_ILLUM_PULSE > 0 )
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// ( $BACK_SURFACE == 1 ) && ( $VOLUME_TEXTURE > 0 )
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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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// 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 blob_ps30_Static_Index
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{
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private:
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int m_nBACK_SURFACE;
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#ifdef _DEBUG
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bool m_bBACK_SURFACE;
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#endif
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public:
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void SetBACK_SURFACE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nBACK_SURFACE = i;
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#ifdef _DEBUG
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m_bBACK_SURFACE = true;
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#endif
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}
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void SetBACK_SURFACE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nBACK_SURFACE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bBACK_SURFACE = true;
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#endif
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}
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private:
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int m_nLIGHT_WARP;
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#ifdef _DEBUG
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bool m_bLIGHT_WARP;
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#endif
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public:
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void SetLIGHT_WARP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHT_WARP = i;
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#ifdef _DEBUG
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m_bLIGHT_WARP = true;
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#endif
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}
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void SetLIGHT_WARP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLIGHT_WARP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHT_WARP = true;
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#endif
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}
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private:
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int m_nFRESNEL_WARP;
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#ifdef _DEBUG
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bool m_bFRESNEL_WARP;
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#endif
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public:
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void SetFRESNEL_WARP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFRESNEL_WARP = i;
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#ifdef _DEBUG
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m_bFRESNEL_WARP = true;
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#endif
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}
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void SetFRESNEL_WARP( 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_WARP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFRESNEL_WARP = true;
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#endif
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}
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private:
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int m_nHIGH_PRECISION_DEPTH;
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#ifdef _DEBUG
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bool m_bHIGH_PRECISION_DEPTH;
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#endif
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public:
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void SetHIGH_PRECISION_DEPTH( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nHIGH_PRECISION_DEPTH = i;
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#ifdef _DEBUG
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m_bHIGH_PRECISION_DEPTH = true;
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#endif
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}
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void SetHIGH_PRECISION_DEPTH( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nHIGH_PRECISION_DEPTH = i ? 1 : 0;
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#ifdef _DEBUG
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m_bHIGH_PRECISION_DEPTH = true;
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#endif
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}
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private:
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int m_nINTERIOR_LAYER;
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#ifdef _DEBUG
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bool m_bINTERIOR_LAYER;
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#endif
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public:
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void SetINTERIOR_LAYER( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nINTERIOR_LAYER = i;
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#ifdef _DEBUG
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m_bINTERIOR_LAYER = true;
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#endif
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}
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void SetINTERIOR_LAYER( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nINTERIOR_LAYER = i ? 1 : 0;
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#ifdef _DEBUG
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m_bINTERIOR_LAYER = true;
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#endif
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}
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private:
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int m_nSELF_ILLUM_FRESNEL;
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#ifdef _DEBUG
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bool m_bSELF_ILLUM_FRESNEL;
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#endif
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public:
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void SetSELF_ILLUM_FRESNEL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELF_ILLUM_FRESNEL = i;
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = true;
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#endif
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}
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void SetSELF_ILLUM_FRESNEL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELF_ILLUM_FRESNEL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = true;
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#endif
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}
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private:
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int m_nOPACITY_TEXTURE;
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#ifdef _DEBUG
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bool m_bOPACITY_TEXTURE;
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#endif
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public:
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void SetOPACITY_TEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nOPACITY_TEXTURE = i;
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#ifdef _DEBUG
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m_bOPACITY_TEXTURE = true;
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#endif
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}
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void SetOPACITY_TEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nOPACITY_TEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOPACITY_TEXTURE = 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 <= 2 );
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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 ) <= 2 );
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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_nCONTACT_SHADOW;
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#ifdef _DEBUG
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bool m_bCONTACT_SHADOW;
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#endif
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public:
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void SetCONTACT_SHADOW( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONTACT_SHADOW = i;
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#ifdef _DEBUG
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m_bCONTACT_SHADOW = true;
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#endif
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}
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void SetCONTACT_SHADOW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCONTACT_SHADOW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONTACT_SHADOW = true;
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#endif
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}
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private:
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int m_nSELF_ILLUM_PULSE;
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#ifdef _DEBUG
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bool m_bSELF_ILLUM_PULSE;
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#endif
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public:
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void SetSELF_ILLUM_PULSE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELF_ILLUM_PULSE = i;
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#ifdef _DEBUG
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m_bSELF_ILLUM_PULSE = true;
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#endif
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}
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void SetSELF_ILLUM_PULSE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELF_ILLUM_PULSE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELF_ILLUM_PULSE = true;
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#endif
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}
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private:
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int m_nVOLUME_TEXTURE;
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#ifdef _DEBUG
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bool m_bVOLUME_TEXTURE;
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#endif
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public:
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void SetVOLUME_TEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVOLUME_TEXTURE = i;
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#ifdef _DEBUG
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m_bVOLUME_TEXTURE = true;
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#endif
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}
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void SetVOLUME_TEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVOLUME_TEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVOLUME_TEXTURE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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blob_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bBACK_SURFACE = false;
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#endif // _DEBUG
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m_nBACK_SURFACE = 0;
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#ifdef _DEBUG
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m_bLIGHT_WARP = false;
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#endif // _DEBUG
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m_nLIGHT_WARP = 0;
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#ifdef _DEBUG
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m_bFRESNEL_WARP = false;
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#endif // _DEBUG
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m_nFRESNEL_WARP = 0;
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#ifdef _DEBUG
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m_bHIGH_PRECISION_DEPTH = false;
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#endif // _DEBUG
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m_nHIGH_PRECISION_DEPTH = 0;
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#ifdef _DEBUG
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m_bINTERIOR_LAYER = false;
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#endif // _DEBUG
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m_nINTERIOR_LAYER = 0;
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = false;
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#endif // _DEBUG
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m_nSELF_ILLUM_FRESNEL = 0;
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#ifdef _DEBUG
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m_bOPACITY_TEXTURE = false;
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#endif // _DEBUG
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m_nOPACITY_TEXTURE = 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_bCONTACT_SHADOW = false;
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#endif // _DEBUG
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m_nCONTACT_SHADOW = 0;
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#ifdef _DEBUG
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m_bSELF_ILLUM_PULSE = false;
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#endif // _DEBUG
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m_nSELF_ILLUM_PULSE = 0;
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#ifdef _DEBUG
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m_bVOLUME_TEXTURE = false;
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#endif // _DEBUG
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m_nVOLUME_TEXTURE = 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_bBACK_SURFACE && m_bLIGHT_WARP && m_bFRESNEL_WARP && m_bHIGH_PRECISION_DEPTH && m_bINTERIOR_LAYER && m_bSELF_ILLUM_FRESNEL && m_bOPACITY_TEXTURE && m_bFLASHLIGHTDEPTHFILTERMODE && m_bCONTACT_SHADOW && m_bSELF_ILLUM_PULSE && m_bVOLUME_TEXTURE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nBACK_SURFACE ) + ( 40 * m_nLIGHT_WARP ) + ( 80 * m_nFRESNEL_WARP ) + ( 160 * m_nHIGH_PRECISION_DEPTH ) + ( 320 * m_nINTERIOR_LAYER ) + ( 640 * m_nSELF_ILLUM_FRESNEL ) + ( 1280 * m_nOPACITY_TEXTURE ) + ( 2560 * m_nFLASHLIGHTDEPTHFILTERMODE ) + ( 7680 * m_nCONTACT_SHADOW ) + ( 15360 * m_nSELF_ILLUM_PULSE ) + ( 30720 * m_nVOLUME_TEXTURE ) + 0;
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}
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};
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#define shaderStaticTest_blob_ps30 psh_forgot_to_set_static_BACK_SURFACE + psh_forgot_to_set_static_LIGHT_WARP + psh_forgot_to_set_static_FRESNEL_WARP + psh_forgot_to_set_static_HIGH_PRECISION_DEPTH + psh_forgot_to_set_static_INTERIOR_LAYER + psh_forgot_to_set_static_SELF_ILLUM_FRESNEL + psh_forgot_to_set_static_OPACITY_TEXTURE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE + psh_forgot_to_set_static_CONTACT_SHADOW + psh_forgot_to_set_static_SELF_ILLUM_PULSE + psh_forgot_to_set_static_VOLUME_TEXTURE + 0
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class blob_ps30_Dynamic_Index
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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_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_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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blob_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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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_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_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_bNUM_LIGHTS && m_bFLASHLIGHT && m_bFLASHLIGHTSHADOWS;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHT ) + ( 10 * m_nFLASHLIGHTSHADOWS ) + 0;
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}
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};
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#define shaderDynamicTest_blob_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHT + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + 0
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static const ShaderComboInformation_t s_DynamicComboArray_blob_ps30[3] =
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{
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{ "NUM_LIGHTS", 0, 4 },
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{ "FLASHLIGHT", 0, 1 },
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{ "FLASHLIGHTSHADOWS", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_blob_ps30[11] =
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{
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{ "BACK_SURFACE", 0, 1 },
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{ "LIGHT_WARP", 0, 1 },
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|
{ "FRESNEL_WARP", 0, 1 },
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|
{ "HIGH_PRECISION_DEPTH", 0, 1 },
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|
{ "INTERIOR_LAYER", 0, 1 },
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|
{ "SELF_ILLUM_FRESNEL", 0, 1 },
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|
{ "OPACITY_TEXTURE", 0, 1 },
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|
{ "FLASHLIGHTDEPTHFILTERMODE", 0, 2 },
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|
{ "CONTACT_SHADOW", 0, 1 },
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|
{ "SELF_ILLUM_PULSE", 0, 1 },
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|
{ "VOLUME_TEXTURE", 0, 1 },
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|
};
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|
static const ShaderComboSemantics_t blob_ps30_combos =
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|
{
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"blob_ps30", s_DynamicComboArray_blob_ps30, 3, s_StaticComboArray_blob_ps30, 11
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|
};
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|
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class ConstructMe_blob_ps30
|
|
{
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public:
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|
ConstructMe_blob_ps30()
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|
{
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|
GetShaderDLL()->AddShaderComboInformation( &blob_ps30_combos );
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|
}
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|
};
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|
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|
static ConstructMe_blob_ps30 s_ConstructMe_blob_ps30;
|