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580 lines
13 KiB
580 lines
13 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $DISTANCEALPHA == 0 ) && ( $SOFTEDGES || $OUTLINE )
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// $DISTANCEALPHA && $DUALSEQUENCE
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// $DISTANCEALPHA && ( $MAXLUMFRAMEBLEND2 || $MAXLUMFRAMEBLEND1 )
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// ( $DUALSEQUENCE == 0 ) && ( $SEQUENCE_BLEND_MODE != 0 )
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// $PACKED_INTERPOLATOR && ( $ANIMBLEND || $MAXLUMFRAMEBLEND1 || $EXTRACTGREENALPHA || $DUALSEQUENCE )
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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 spritecard_ps20b_Static_Index
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{
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private:
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int m_nDUALSEQUENCE;
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#ifdef _DEBUG
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bool m_bDUALSEQUENCE;
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#endif
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public:
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void SetDUALSEQUENCE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDUALSEQUENCE = i;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = true;
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#endif
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}
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void SetDUALSEQUENCE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDUALSEQUENCE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDUALSEQUENCE = true;
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#endif
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}
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private:
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int m_nSEQUENCE_BLEND_MODE;
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#ifdef _DEBUG
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bool m_bSEQUENCE_BLEND_MODE;
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#endif
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public:
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void SetSEQUENCE_BLEND_MODE( int i )
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{
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Assert( i >= 0 && i <= 2 );
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m_nSEQUENCE_BLEND_MODE = i;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = true;
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#endif
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}
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void SetSEQUENCE_BLEND_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
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m_nSEQUENCE_BLEND_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = true;
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#endif
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}
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private:
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int m_nADDBASETEXTURE2;
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#ifdef _DEBUG
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bool m_bADDBASETEXTURE2;
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#endif
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public:
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void SetADDBASETEXTURE2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDBASETEXTURE2 = i;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = true;
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#endif
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}
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void SetADDBASETEXTURE2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nADDBASETEXTURE2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = true;
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#endif
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}
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private:
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int m_nMAXLUMFRAMEBLEND1;
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#ifdef _DEBUG
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bool m_bMAXLUMFRAMEBLEND1;
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#endif
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public:
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void SetMAXLUMFRAMEBLEND1( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND1 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = true;
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#endif
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}
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void SetMAXLUMFRAMEBLEND1( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMAXLUMFRAMEBLEND1 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = true;
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#endif
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}
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private:
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int m_nMAXLUMFRAMEBLEND2;
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#ifdef _DEBUG
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bool m_bMAXLUMFRAMEBLEND2;
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#endif
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public:
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void SetMAXLUMFRAMEBLEND2( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMAXLUMFRAMEBLEND2 = i;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = true;
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#endif
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}
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void SetMAXLUMFRAMEBLEND2( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMAXLUMFRAMEBLEND2 = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = true;
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#endif
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}
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private:
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int m_nEXTRACTGREENALPHA;
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#ifdef _DEBUG
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bool m_bEXTRACTGREENALPHA;
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#endif
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public:
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void SetEXTRACTGREENALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nEXTRACTGREENALPHA = i;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = true;
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#endif
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}
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void SetEXTRACTGREENALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nEXTRACTGREENALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = true;
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#endif
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}
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private:
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int m_nCOLORRAMP;
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#ifdef _DEBUG
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bool m_bCOLORRAMP;
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#endif
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public:
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void SetCOLORRAMP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLORRAMP = i;
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#ifdef _DEBUG
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m_bCOLORRAMP = true;
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#endif
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}
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void SetCOLORRAMP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOLORRAMP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOLORRAMP = true;
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#endif
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}
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private:
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int m_nANIMBLEND;
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#ifdef _DEBUG
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bool m_bANIMBLEND;
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#endif
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public:
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void SetANIMBLEND( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nANIMBLEND = i;
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#ifdef _DEBUG
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m_bANIMBLEND = true;
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#endif
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}
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void SetANIMBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nANIMBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bANIMBLEND = true;
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#endif
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}
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private:
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int m_nADDSELF;
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#ifdef _DEBUG
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bool m_bADDSELF;
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#endif
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public:
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void SetADDSELF( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nADDSELF = i;
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#ifdef _DEBUG
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m_bADDSELF = true;
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#endif
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}
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void SetADDSELF( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nADDSELF = i ? 1 : 0;
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#ifdef _DEBUG
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m_bADDSELF = true;
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#endif
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}
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private:
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int m_nMOD2X;
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#ifdef _DEBUG
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bool m_bMOD2X;
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#endif
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public:
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void SetMOD2X( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMOD2X = i;
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#ifdef _DEBUG
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m_bMOD2X = true;
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#endif
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}
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void SetMOD2X( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMOD2X = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMOD2X = 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 <= 1 );
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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 ) <= 1 );
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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_nINVERSEDEPTHBLEND;
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#ifdef _DEBUG
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bool m_bINVERSEDEPTHBLEND;
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#endif
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public:
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void SetINVERSEDEPTHBLEND( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nINVERSEDEPTHBLEND = i;
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#ifdef _DEBUG
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m_bINVERSEDEPTHBLEND = true;
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#endif
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}
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void SetINVERSEDEPTHBLEND( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nINVERSEDEPTHBLEND = i ? 1 : 0;
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#ifdef _DEBUG
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m_bINVERSEDEPTHBLEND = true;
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#endif
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}
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private:
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int m_nSHADER_SRGB_READ;
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#ifdef _DEBUG
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bool m_bSHADER_SRGB_READ;
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#endif
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public:
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void SetSHADER_SRGB_READ( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nSHADER_SRGB_READ = i;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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void SetSHADER_SRGB_READ( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nSHADER_SRGB_READ = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = true;
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#endif
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}
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private:
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int m_nCOLOR_LERP_PS;
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#ifdef _DEBUG
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bool m_bCOLOR_LERP_PS;
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#endif
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public:
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void SetCOLOR_LERP_PS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCOLOR_LERP_PS = i;
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#ifdef _DEBUG
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m_bCOLOR_LERP_PS = true;
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#endif
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}
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void SetCOLOR_LERP_PS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCOLOR_LERP_PS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCOLOR_LERP_PS = true;
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#endif
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}
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private:
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int m_nPACKED_INTERPOLATOR;
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#ifdef _DEBUG
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bool m_bPACKED_INTERPOLATOR;
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#endif
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public:
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void SetPACKED_INTERPOLATOR( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPACKED_INTERPOLATOR = i;
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#ifdef _DEBUG
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m_bPACKED_INTERPOLATOR = true;
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#endif
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}
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void SetPACKED_INTERPOLATOR( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPACKED_INTERPOLATOR = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPACKED_INTERPOLATOR = true;
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#endif
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}
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private:
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int m_nDISTANCEALPHA;
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#ifdef _DEBUG
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bool m_bDISTANCEALPHA;
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#endif
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public:
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void SetDISTANCEALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nDISTANCEALPHA = i;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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void SetDISTANCEALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nDISTANCEALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = true;
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#endif
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}
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private:
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int m_nSOFTEDGES;
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#ifdef _DEBUG
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bool m_bSOFTEDGES;
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#endif
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public:
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void SetSOFTEDGES( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSOFTEDGES = i;
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#ifdef _DEBUG
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m_bSOFTEDGES = true;
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#endif
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}
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void SetSOFTEDGES( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSOFTEDGES = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSOFTEDGES = true;
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#endif
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}
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private:
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int m_nOUTLINE;
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#ifdef _DEBUG
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bool m_bOUTLINE;
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#endif
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public:
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void SetOUTLINE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nOUTLINE = i;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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void SetOUTLINE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nOUTLINE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bOUTLINE = true;
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#endif
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}
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private:
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int m_nMULOUTPUTBYALPHA;
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#ifdef _DEBUG
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bool m_bMULOUTPUTBYALPHA;
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#endif
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public:
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void SetMULOUTPUTBYALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMULOUTPUTBYALPHA = i;
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#ifdef _DEBUG
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m_bMULOUTPUTBYALPHA = true;
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#endif
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}
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void SetMULOUTPUTBYALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMULOUTPUTBYALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMULOUTPUTBYALPHA = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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spritecard_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bDUALSEQUENCE = false;
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#endif // _DEBUG
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m_nDUALSEQUENCE = 0;
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#ifdef _DEBUG
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m_bSEQUENCE_BLEND_MODE = false;
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#endif // _DEBUG
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m_nSEQUENCE_BLEND_MODE = 0;
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#ifdef _DEBUG
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m_bADDBASETEXTURE2 = false;
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#endif // _DEBUG
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m_nADDBASETEXTURE2 = 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND1 = false;
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#endif // _DEBUG
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m_nMAXLUMFRAMEBLEND1 = 0;
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#ifdef _DEBUG
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m_bMAXLUMFRAMEBLEND2 = false;
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#endif // _DEBUG
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m_nMAXLUMFRAMEBLEND2 = 0;
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#ifdef _DEBUG
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m_bEXTRACTGREENALPHA = false;
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#endif // _DEBUG
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m_nEXTRACTGREENALPHA = 0;
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#ifdef _DEBUG
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m_bCOLORRAMP = false;
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#endif // _DEBUG
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m_nCOLORRAMP = 0;
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#ifdef _DEBUG
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m_bANIMBLEND = false;
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#endif // _DEBUG
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m_nANIMBLEND = 0;
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#ifdef _DEBUG
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m_bADDSELF = false;
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#endif // _DEBUG
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m_nADDSELF = 0;
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#ifdef _DEBUG
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m_bMOD2X = false;
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#endif // _DEBUG
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m_nMOD2X = 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_bINVERSEDEPTHBLEND = false;
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#endif // _DEBUG
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m_nINVERSEDEPTHBLEND = 0;
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#ifdef _DEBUG
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m_bSHADER_SRGB_READ = false;
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#endif // _DEBUG
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m_nSHADER_SRGB_READ = 0;
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#ifdef _DEBUG
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m_bCOLOR_LERP_PS = false;
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#endif // _DEBUG
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m_nCOLOR_LERP_PS = 0;
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#ifdef _DEBUG
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m_bPACKED_INTERPOLATOR = false;
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#endif // _DEBUG
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m_nPACKED_INTERPOLATOR = 0;
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#ifdef _DEBUG
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m_bDISTANCEALPHA = false;
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#endif // _DEBUG
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m_nDISTANCEALPHA = 0;
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#ifdef _DEBUG
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m_bSOFTEDGES = false;
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#endif // _DEBUG
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m_nSOFTEDGES = 0;
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#ifdef _DEBUG
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m_bOUTLINE = false;
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#endif // _DEBUG
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m_nOUTLINE = 0;
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#ifdef _DEBUG
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m_bMULOUTPUTBYALPHA = false;
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#endif // _DEBUG
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m_nMULOUTPUTBYALPHA = 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_bDUALSEQUENCE && m_bSEQUENCE_BLEND_MODE && m_bADDBASETEXTURE2 && m_bMAXLUMFRAMEBLEND1 && m_bMAXLUMFRAMEBLEND2 && m_bEXTRACTGREENALPHA && m_bCOLORRAMP && m_bANIMBLEND && m_bADDSELF && m_bMOD2X && m_bDEPTHBLEND && m_bINVERSEDEPTHBLEND && m_bSHADER_SRGB_READ && m_bCOLOR_LERP_PS && m_bPACKED_INTERPOLATOR && m_bDISTANCEALPHA && m_bSOFTEDGES && m_bOUTLINE && m_bMULOUTPUTBYALPHA;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nDUALSEQUENCE ) + ( 2 * m_nSEQUENCE_BLEND_MODE ) + ( 6 * m_nADDBASETEXTURE2 ) + ( 12 * m_nMAXLUMFRAMEBLEND1 ) + ( 24 * m_nMAXLUMFRAMEBLEND2 ) + ( 48 * m_nEXTRACTGREENALPHA ) + ( 96 * m_nCOLORRAMP ) + ( 192 * m_nANIMBLEND ) + ( 384 * m_nADDSELF ) + ( 768 * m_nMOD2X ) + ( 1536 * m_nDEPTHBLEND ) + ( 3072 * m_nINVERSEDEPTHBLEND ) + ( 3072 * m_nSHADER_SRGB_READ ) + ( 3072 * m_nCOLOR_LERP_PS ) + ( 6144 * m_nPACKED_INTERPOLATOR ) + ( 12288 * m_nDISTANCEALPHA ) + ( 24576 * m_nSOFTEDGES ) + ( 49152 * m_nOUTLINE ) + ( 98304 * m_nMULOUTPUTBYALPHA ) + 0;
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}
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};
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#define shaderStaticTest_spritecard_ps20b psh_forgot_to_set_static_DUALSEQUENCE + psh_forgot_to_set_static_SEQUENCE_BLEND_MODE + psh_forgot_to_set_static_ADDBASETEXTURE2 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND1 + psh_forgot_to_set_static_MAXLUMFRAMEBLEND2 + psh_forgot_to_set_static_EXTRACTGREENALPHA + psh_forgot_to_set_static_COLORRAMP + psh_forgot_to_set_static_ANIMBLEND + psh_forgot_to_set_static_ADDSELF + psh_forgot_to_set_static_MOD2X + psh_forgot_to_set_static_DEPTHBLEND + psh_forgot_to_set_static_INVERSEDEPTHBLEND + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_COLOR_LERP_PS + psh_forgot_to_set_static_PACKED_INTERPOLATOR + psh_forgot_to_set_static_DISTANCEALPHA + psh_forgot_to_set_static_SOFTEDGES + psh_forgot_to_set_static_OUTLINE + psh_forgot_to_set_static_MULOUTPUTBYALPHA + 0
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class spritecard_ps20b_Dynamic_Index
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{
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public:
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// CONSTRUCTOR
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spritecard_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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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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|
#endif // _DEBUG
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return 0;
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}
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|
};
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#define shaderDynamicTest_spritecard_ps20b 0
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|
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static const ShaderComboInformation_t s_StaticComboArray_spritecard_ps20b[19] =
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{
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{ "DUALSEQUENCE", 0, 1 },
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{ "SEQUENCE_BLEND_MODE", 0, 2 },
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{ "ADDBASETEXTURE2", 0, 1 },
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|
{ "MAXLUMFRAMEBLEND1", 0, 1 },
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|
{ "MAXLUMFRAMEBLEND2", 0, 1 },
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|
{ "EXTRACTGREENALPHA", 0, 1 },
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|
{ "COLORRAMP", 0, 1 },
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|
{ "ANIMBLEND", 0, 1 },
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|
{ "ADDSELF", 0, 1 },
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|
{ "MOD2X", 0, 1 },
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|
{ "DEPTHBLEND", 0, 1 },
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|
{ "INVERSEDEPTHBLEND", 0, 0 },
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|
{ "SHADER_SRGB_READ", 0, 0 },
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|
{ "COLOR_LERP_PS", 0, 1 },
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|
{ "PACKED_INTERPOLATOR", 0, 1 },
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|
{ "DISTANCEALPHA", 0, 1 },
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|
{ "SOFTEDGES", 0, 1 },
|
|
{ "OUTLINE", 0, 1 },
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|
{ "MULOUTPUTBYALPHA", 0, 1 },
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|
};
|
|
static const ShaderComboSemantics_t spritecard_ps20b_combos =
|
|
{
|
|
"spritecard_ps20b", NULL, 0, s_StaticComboArray_spritecard_ps20b, 19
|
|
};
|
|
|
|
class ConstructMe_spritecard_ps20b
|
|
{
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|
public:
|
|
ConstructMe_spritecard_ps20b()
|
|
{
|
|
GetShaderDLL()->AddShaderComboInformation( &spritecard_ps20b_combos );
|
|
}
|
|
};
|
|
|
|
static ConstructMe_spritecard_ps20b s_ConstructMe_spritecard_ps20b;
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