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170 lines
4.3 KiB
170 lines
4.3 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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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 teeth_bump_ps30_Static_Index
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{
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public:
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// CONSTRUCTOR
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teeth_bump_ps30_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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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 shaderStaticTest_teeth_bump_ps30 0
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class teeth_bump_ps30_Dynamic_Index
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{
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private:
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int m_nPIXELFOGTYPE;
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#ifdef _DEBUG
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bool m_bPIXELFOGTYPE;
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#endif
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public:
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void SetPIXELFOGTYPE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPIXELFOGTYPE = i;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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void SetPIXELFOGTYPE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPIXELFOGTYPE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif
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}
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private:
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int m_nNUM_LIGHTS;
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#ifdef _DEBUG
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bool m_bNUM_LIGHTS;
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#endif
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public:
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void SetNUM_LIGHTS( int i )
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{
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Assert( i >= 0 && i <= 4 );
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m_nNUM_LIGHTS = i;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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void SetNUM_LIGHTS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 4 );
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m_nNUM_LIGHTS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = true;
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#endif
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}
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private:
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int m_nAMBIENT_LIGHT;
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#ifdef _DEBUG
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bool m_bAMBIENT_LIGHT;
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#endif
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public:
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void SetAMBIENT_LIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nAMBIENT_LIGHT = i;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif
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}
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void SetAMBIENT_LIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nAMBIENT_LIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = true;
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#endif
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}
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private:
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int m_nWRITE_DEPTH_TO_DESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITE_DEPTH_TO_DESTALPHA;
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#endif
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public:
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void SetWRITE_DEPTH_TO_DESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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teeth_bump_ps30_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = true;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
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#ifdef _DEBUG
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m_bNUM_LIGHTS = false;
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#endif // _DEBUG
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m_nNUM_LIGHTS = 0;
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#ifdef _DEBUG
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m_bAMBIENT_LIGHT = false;
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#endif // _DEBUG
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m_nAMBIENT_LIGHT = 0;
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#ifdef _DEBUG
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m_bWRITE_DEPTH_TO_DESTALPHA = false;
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#endif // _DEBUG
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m_nWRITE_DEPTH_TO_DESTALPHA = 0;
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}
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int GetIndex()
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{
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// Asserts to make sure that we aren't using any skipped combinations.
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// Asserts to make sure that we are setting all of the combination vars.
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#ifdef _DEBUG
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bool bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bWRITE_DEPTH_TO_DESTALPHA;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nAMBIENT_LIGHT ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
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}
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};
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#define shaderDynamicTest_teeth_bump_ps30 psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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static const ShaderComboInformation_t s_DynamicComboArray_teeth_bump_ps30[4] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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{ "NUM_LIGHTS", 0, 4 },
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{ "AMBIENT_LIGHT", 0, 1 },
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{ "WRITE_DEPTH_TO_DESTALPHA", 0, 1 },
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};
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static const ShaderComboSemantics_t teeth_bump_ps30_combos =
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{
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"teeth_bump_ps30", s_DynamicComboArray_teeth_bump_ps30, 4, NULL, 0
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};
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class ConstructMe_teeth_bump_ps30
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{
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public:
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ConstructMe_teeth_bump_ps30()
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{
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GetShaderDLL()->AddShaderComboInformation( &teeth_bump_ps30_combos );
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}
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};
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static ConstructMe_teeth_bump_ps30 s_ConstructMe_teeth_bump_ps30;
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