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536 lines
12 KiB
536 lines
12 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( ( $DETAIL1 == 0 ) && ( $DETAIL2 != 0 ) )
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// ( ( $DETAIL1 == 0 ) && ( $DETAIL1BLENDMODE != 0 ) )
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// ( ( $DETAIL2 == 0 ) && ( $DETAIL2BLENDMODE != 0 ) )
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// ( $TANGENTTOPACITY && $TANGENTSOPACITY )
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// ( $FRESNELOPACITY ) && ( $TANGENTTOPACITY || $TANGENTSOPACITY )
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// ( $FLOWMAP && ( $DETAIL1 || $DETAIL2 ) )
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// ( $FLOW_CHEAP && !$FLOWMAP )
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// ( ( $FLOWMAP == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
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// ( ( $ACTIVE == 0 ) && ( $VORTEX1 || $VORTEX2 || $POWERUP ) )
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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 solidenergy_ps30_Static_Index
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{
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private:
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int m_nADDITIVE;
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#ifdef _DEBUG
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bool m_bADDITIVE;
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#endif
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public:
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void SetADDITIVE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDITIVE = i;
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#ifdef _DEBUG
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m_bADDITIVE = true;
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#endif
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}
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void SetADDITIVE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nADDITIVE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bADDITIVE = true;
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#endif
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}
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private:
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int m_nDETAIL1;
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#ifdef _DEBUG
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bool m_bDETAIL1;
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#endif
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public:
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void SetDETAIL1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL1 = i;
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#ifdef _DEBUG
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m_bDETAIL1 = true;
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#endif
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}
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void SetDETAIL1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL1 = true;
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#endif
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}
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private:
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int m_nDETAIL1BLENDMODE;
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#ifdef _DEBUG
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bool m_bDETAIL1BLENDMODE;
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#endif
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public:
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void SetDETAIL1BLENDMODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL1BLENDMODE = i;
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#ifdef _DEBUG
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m_bDETAIL1BLENDMODE = true;
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#endif
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}
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void SetDETAIL1BLENDMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL1BLENDMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL1BLENDMODE = true;
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#endif
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}
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private:
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int m_nDETAIL2;
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#ifdef _DEBUG
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bool m_bDETAIL2;
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#endif
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public:
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void SetDETAIL2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL2 = i;
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#ifdef _DEBUG
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m_bDETAIL2 = true;
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#endif
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}
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void SetDETAIL2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL2 = true;
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#endif
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}
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private:
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int m_nDETAIL2BLENDMODE;
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#ifdef _DEBUG
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bool m_bDETAIL2BLENDMODE;
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#endif
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public:
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void SetDETAIL2BLENDMODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDETAIL2BLENDMODE = i;
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#ifdef _DEBUG
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m_bDETAIL2BLENDMODE = true;
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#endif
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}
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void SetDETAIL2BLENDMODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDETAIL2BLENDMODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDETAIL2BLENDMODE = true;
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#endif
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}
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private:
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int m_nTANGENTTOPACITY;
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#ifdef _DEBUG
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bool m_bTANGENTTOPACITY;
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#endif
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public:
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void SetTANGENTTOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTTOPACITY = i;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = true;
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#endif
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}
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void SetTANGENTTOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTANGENTTOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = true;
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#endif
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}
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private:
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int m_nTANGENTSOPACITY;
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#ifdef _DEBUG
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bool m_bTANGENTSOPACITY;
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#endif
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public:
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void SetTANGENTSOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTANGENTSOPACITY = i;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = true;
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#endif
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}
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void SetTANGENTSOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTANGENTSOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = true;
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#endif
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}
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private:
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int m_nFRESNELOPACITY;
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#ifdef _DEBUG
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bool m_bFRESNELOPACITY;
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#endif
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public:
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void SetFRESNELOPACITY( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFRESNELOPACITY = i;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = true;
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#endif
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}
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void SetFRESNELOPACITY( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFRESNELOPACITY = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = true;
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#endif
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}
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private:
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int m_nDEPTHBLEND;
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#ifdef _DEBUG
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bool m_bDEPTHBLEND;
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#endif
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public:
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void SetDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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void SetDEPTHBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nDEPTHBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDEPTHBLEND = true;
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#endif
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}
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private:
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int m_nVERTEXCOLOR;
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#ifdef _DEBUG
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bool m_bVERTEXCOLOR;
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#endif
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public:
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void SetVERTEXCOLOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVERTEXCOLOR = i;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = true;
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#endif
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}
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void SetVERTEXCOLOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVERTEXCOLOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = 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_CHEAP;
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#ifdef _DEBUG
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bool m_bFLOW_CHEAP;
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#endif
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public:
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void SetFLOW_CHEAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLOW_CHEAP = i;
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#ifdef _DEBUG
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m_bFLOW_CHEAP = true;
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#endif
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}
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void SetFLOW_CHEAP( 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_CHEAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLOW_CHEAP = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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solidenergy_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bADDITIVE = false;
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#endif // _DEBUG
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m_nADDITIVE = 0;
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#ifdef _DEBUG
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m_bDETAIL1 = false;
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#endif // _DEBUG
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m_nDETAIL1 = 0;
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#ifdef _DEBUG
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m_bDETAIL1BLENDMODE = false;
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#endif // _DEBUG
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m_nDETAIL1BLENDMODE = 0;
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#ifdef _DEBUG
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m_bDETAIL2 = false;
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#endif // _DEBUG
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m_nDETAIL2 = 0;
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#ifdef _DEBUG
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m_bDETAIL2BLENDMODE = false;
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#endif // _DEBUG
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m_nDETAIL2BLENDMODE = 0;
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#ifdef _DEBUG
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m_bTANGENTTOPACITY = false;
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#endif // _DEBUG
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m_nTANGENTTOPACITY = 0;
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#ifdef _DEBUG
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m_bTANGENTSOPACITY = false;
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#endif // _DEBUG
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m_nTANGENTSOPACITY = 0;
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#ifdef _DEBUG
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m_bFRESNELOPACITY = false;
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#endif // _DEBUG
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m_nFRESNELOPACITY = 0;
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#ifdef _DEBUG
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m_bDEPTHBLEND = false;
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#endif // _DEBUG
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m_nDEPTHBLEND = 0;
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#ifdef _DEBUG
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m_bVERTEXCOLOR = false;
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#endif // _DEBUG
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m_nVERTEXCOLOR = 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_CHEAP = false;
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#endif // _DEBUG
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m_nFLOW_CHEAP = 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_bADDITIVE && m_bDETAIL1 && m_bDETAIL1BLENDMODE && m_bDETAIL2 && m_bDETAIL2BLENDMODE && m_bTANGENTTOPACITY && m_bTANGENTSOPACITY && m_bFRESNELOPACITY && m_bDEPTHBLEND && m_bVERTEXCOLOR && m_bFLOWMAP && m_bFLOW_CHEAP;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 32 * m_nADDITIVE ) + ( 64 * m_nDETAIL1 ) + ( 128 * m_nDETAIL1BLENDMODE ) + ( 256 * m_nDETAIL2 ) + ( 512 * m_nDETAIL2BLENDMODE ) + ( 1024 * m_nTANGENTTOPACITY ) + ( 2048 * m_nTANGENTSOPACITY ) + ( 4096 * m_nFRESNELOPACITY ) + ( 8192 * m_nDEPTHBLEND ) + ( 8192 * m_nVERTEXCOLOR ) + ( 16384 * m_nFLOWMAP ) + ( 32768 * m_nFLOW_CHEAP ) + 0;
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}
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};
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#define shaderStaticTest_solidenergy_ps30 psh_forgot_to_set_static_ADDITIVE + psh_forgot_to_set_static_DETAIL1 + psh_forgot_to_set_static_DETAIL1BLENDMODE + psh_forgot_to_set_static_DETAIL2 + psh_forgot_to_set_static_DETAIL2BLENDMODE + psh_forgot_to_set_static_TANGENTTOPACITY + psh_forgot_to_set_static_TANGENTSOPACITY + psh_forgot_to_set_static_FRESNELOPACITY + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_VERTEXCOLOR + psh_forgot_to_set_static_FLOWMAP + psh_forgot_to_set_static_FLOW_CHEAP + 0
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class solidenergy_ps30_Dynamic_Index
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{
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private:
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int m_nACTIVE;
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#ifdef _DEBUG
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bool m_bACTIVE;
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#endif
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public:
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void SetACTIVE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nACTIVE = i;
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#ifdef _DEBUG
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m_bACTIVE = true;
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#endif
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}
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void SetACTIVE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nACTIVE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bACTIVE = true;
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#endif
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}
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private:
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int m_nPOWERUP;
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#ifdef _DEBUG
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bool m_bPOWERUP;
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#endif
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public:
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void SetPOWERUP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPOWERUP = i;
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#ifdef _DEBUG
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m_bPOWERUP = true;
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#endif
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}
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void SetPOWERUP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPOWERUP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPOWERUP = true;
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#endif
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}
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private:
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int m_nVORTEX1;
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#ifdef _DEBUG
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bool m_bVORTEX1;
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#endif
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public:
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void SetVORTEX1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVORTEX1 = i;
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#ifdef _DEBUG
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m_bVORTEX1 = true;
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#endif
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}
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void SetVORTEX1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVORTEX1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVORTEX1 = true;
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#endif
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}
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private:
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int m_nVORTEX2;
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#ifdef _DEBUG
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bool m_bVORTEX2;
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#endif
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public:
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void SetVORTEX2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nVORTEX2 = i;
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#ifdef _DEBUG
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m_bVORTEX2 = true;
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#endif
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}
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void SetVORTEX2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nVORTEX2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bVORTEX2 = 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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solidenergy_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bACTIVE = false;
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#endif // _DEBUG
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m_nACTIVE = 0;
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#ifdef _DEBUG
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m_bPOWERUP = false;
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#endif // _DEBUG
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m_nPOWERUP = 0;
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#ifdef _DEBUG
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m_bVORTEX1 = false;
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#endif // _DEBUG
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m_nVORTEX1 = 0;
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#ifdef _DEBUG
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m_bVORTEX2 = false;
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#endif // _DEBUG
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m_nVORTEX2 = 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_bACTIVE && m_bPOWERUP && m_bVORTEX1 && m_bVORTEX2 && m_bPIXELFOGTYPE;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nACTIVE ) + ( 2 * m_nPOWERUP ) + ( 4 * m_nVORTEX1 ) + ( 8 * m_nVORTEX2 ) + ( 16 * m_nPIXELFOGTYPE ) + 0;
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}
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};
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#define shaderDynamicTest_solidenergy_ps30 psh_forgot_to_set_dynamic_ACTIVE + psh_forgot_to_set_dynamic_POWERUP + psh_forgot_to_set_dynamic_VORTEX1 + psh_forgot_to_set_dynamic_VORTEX2 + 0
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static const ShaderComboInformation_t s_DynamicComboArray_solidenergy_ps30[5] =
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{
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{ "ACTIVE", 0, 1 },
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{ "POWERUP", 0, 1 },
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{ "VORTEX1", 0, 1 },
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{ "VORTEX2", 0, 1 },
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{ "PIXELFOGTYPE", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_solidenergy_ps30[12] =
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{
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{ "ADDITIVE", 0, 1 },
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{ "DETAIL1", 0, 1 },
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{ "DETAIL1BLENDMODE", 0, 1 },
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{ "DETAIL2", 0, 1 },
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{ "DETAIL2BLENDMODE", 0, 1 },
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{ "TANGENTTOPACITY", 0, 1 },
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{ "TANGENTSOPACITY", 0, 1 },
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{ "FRESNELOPACITY", 0, 1 },
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{ "DEPTHBLEND", 0, 0 },
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{ "VERTEXCOLOR", 0, 1 },
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{ "FLOWMAP", 0, 1 },
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{ "FLOW_CHEAP", 0, 1 },
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};
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static const ShaderComboSemantics_t solidenergy_ps30_combos =
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{
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"solidenergy_ps30", s_DynamicComboArray_solidenergy_ps30, 5, s_StaticComboArray_solidenergy_ps30, 12
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};
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class ConstructMe_solidenergy_ps30
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{
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public:
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ConstructMe_solidenergy_ps30()
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{
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GetShaderDLL()->AddShaderComboInformation( &solidenergy_ps30_combos );
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}
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};
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static ConstructMe_solidenergy_ps30 s_ConstructMe_solidenergy_ps30;
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