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209 lines
5.7 KiB
209 lines
5.7 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( CROSSHAIR_MODE == 1 ) && ( LIGHTING_PREVIEW > 0 )
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class unlittwotexture_ps20b_Static_Index
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{
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private:
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int m_nTRANSLUCENT;
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#ifdef _DEBUG
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bool m_bTRANSLUCENT;
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#endif
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public:
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void SetTRANSLUCENT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nTRANSLUCENT = i;
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#ifdef _DEBUG
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m_bTRANSLUCENT = true;
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#endif
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}
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void SetTRANSLUCENT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nTRANSLUCENT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bTRANSLUCENT = true;
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#endif
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}
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private:
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int m_nLIGHTING_PREVIEW;
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#ifdef _DEBUG
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bool m_bLIGHTING_PREVIEW;
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#endif
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public:
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void SetLIGHTING_PREVIEW( int i )
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{
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Assert( i >= 0 && i <= 3 );
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m_nLIGHTING_PREVIEW = i;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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void SetLIGHTING_PREVIEW( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 3 );
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m_nLIGHTING_PREVIEW = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = true;
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#endif
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}
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private:
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int m_nCROSSHAIR_MODE;
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#ifdef _DEBUG
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bool m_bCROSSHAIR_MODE;
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#endif
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public:
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void SetCROSSHAIR_MODE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCROSSHAIR_MODE = i;
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#ifdef _DEBUG
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m_bCROSSHAIR_MODE = true;
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#endif
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}
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void SetCROSSHAIR_MODE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nCROSSHAIR_MODE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCROSSHAIR_MODE = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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unlittwotexture_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bTRANSLUCENT = false;
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#endif // _DEBUG
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m_nTRANSLUCENT = 0;
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#ifdef _DEBUG
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m_bLIGHTING_PREVIEW = false;
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#endif // _DEBUG
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m_nLIGHTING_PREVIEW = 0;
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#ifdef _DEBUG
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m_bCROSSHAIR_MODE = false;
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#endif // _DEBUG
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m_nCROSSHAIR_MODE = 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_bTRANSLUCENT && m_bLIGHTING_PREVIEW && m_bCROSSHAIR_MODE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 4 * m_nTRANSLUCENT ) + ( 8 * m_nLIGHTING_PREVIEW ) + ( 32 * m_nCROSSHAIR_MODE ) + 0;
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}
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};
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#define shaderStaticTest_unlittwotexture_ps20b psh_forgot_to_set_static_TRANSLUCENT + psh_forgot_to_set_static_LIGHTING_PREVIEW + psh_forgot_to_set_static_CROSSHAIR_MODE + 0
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class unlittwotexture_ps20b_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_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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unlittwotexture_ps20b_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_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_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_nWRITE_DEPTH_TO_DESTALPHA ) + 0;
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}
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};
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#define shaderDynamicTest_unlittwotexture_ps20b psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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static const ShaderComboInformation_t s_DynamicComboArray_unlittwotexture_ps20b[2] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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{ "WRITE_DEPTH_TO_DESTALPHA", 0, 1 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_unlittwotexture_ps20b[3] =
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{
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{ "TRANSLUCENT", 0, 1 },
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{ "LIGHTING_PREVIEW", 0, 3 },
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{ "CROSSHAIR_MODE", 0, 1 },
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};
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static const ShaderComboSemantics_t unlittwotexture_ps20b_combos =
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{
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"unlittwotexture_ps20b", s_DynamicComboArray_unlittwotexture_ps20b, 2, s_StaticComboArray_unlittwotexture_ps20b, 3
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};
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class ConstructMe_unlittwotexture_ps20b
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{
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public:
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ConstructMe_unlittwotexture_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &unlittwotexture_ps20b_combos );
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}
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};
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static ConstructMe_unlittwotexture_ps20b s_ConstructMe_unlittwotexture_ps20b;
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