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180 lines
5.0 KiB
180 lines
5.0 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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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
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// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
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// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
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// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
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#include "shaderlib/cshader.h"
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class blob_arm_ps20b_Static_Index
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{
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private:
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int m_nSELF_ILLUM_FRESNEL;
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#ifdef _DEBUG
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bool m_bSELF_ILLUM_FRESNEL;
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#endif
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public:
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void SetSELF_ILLUM_FRESNEL( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nSELF_ILLUM_FRESNEL = i;
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = true;
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#endif
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}
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void SetSELF_ILLUM_FRESNEL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nSELF_ILLUM_FRESNEL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = true;
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#endif
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}
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private:
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int m_nPRE_PASS;
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#ifdef _DEBUG
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bool m_bPRE_PASS;
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#endif
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public:
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void SetPRE_PASS( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nPRE_PASS = i;
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#ifdef _DEBUG
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m_bPRE_PASS = true;
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#endif
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}
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void SetPRE_PASS( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nPRE_PASS = i ? 1 : 0;
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#ifdef _DEBUG
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m_bPRE_PASS = true;
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#endif
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}
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private:
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int m_nNORMALMAP;
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#ifdef _DEBUG
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bool m_bNORMALMAP;
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#endif
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public:
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void SetNORMALMAP( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nNORMALMAP = i;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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void SetNORMALMAP( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nNORMALMAP = i ? 1 : 0;
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#ifdef _DEBUG
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m_bNORMALMAP = true;
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#endif
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}
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private:
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int m_nMOVING_PULSES;
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#ifdef _DEBUG
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bool m_bMOVING_PULSES;
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#endif
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public:
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void SetMOVING_PULSES( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nMOVING_PULSES = i;
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#ifdef _DEBUG
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m_bMOVING_PULSES = true;
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#endif
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}
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void SetMOVING_PULSES( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nMOVING_PULSES = i ? 1 : 0;
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#ifdef _DEBUG
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m_bMOVING_PULSES = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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blob_arm_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bSELF_ILLUM_FRESNEL = false;
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#endif // _DEBUG
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m_nSELF_ILLUM_FRESNEL = 0;
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#ifdef _DEBUG
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m_bPRE_PASS = false;
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#endif // _DEBUG
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m_nPRE_PASS = 0;
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#ifdef _DEBUG
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m_bNORMALMAP = false;
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#endif // _DEBUG
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m_nNORMALMAP = 0;
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#ifdef _DEBUG
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m_bMOVING_PULSES = false;
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#endif // _DEBUG
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m_nMOVING_PULSES = 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_bSELF_ILLUM_FRESNEL && m_bPRE_PASS && m_bNORMALMAP && m_bMOVING_PULSES;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nSELF_ILLUM_FRESNEL ) + ( 2 * m_nPRE_PASS ) + ( 4 * m_nNORMALMAP ) + ( 8 * m_nMOVING_PULSES ) + 0;
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}
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};
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#define shaderStaticTest_blob_arm_ps20b psh_forgot_to_set_static_SELF_ILLUM_FRESNEL + psh_forgot_to_set_static_PRE_PASS + psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_MOVING_PULSES + 0
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class blob_arm_ps20b_Dynamic_Index
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{
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public:
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// CONSTRUCTOR
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blob_arm_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_blob_arm_ps20b 0
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static const ShaderComboInformation_t s_StaticComboArray_blob_arm_ps20b[4] =
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{
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{ "SELF_ILLUM_FRESNEL", 0, 1 },
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{ "PRE_PASS", 0, 1 },
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{ "NORMALMAP", 0, 1 },
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{ "MOVING_PULSES", 0, 1 },
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};
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static const ShaderComboSemantics_t blob_arm_ps20b_combos =
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{
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"blob_arm_ps20b", NULL, 0, s_StaticComboArray_blob_arm_ps20b, 4
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};
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class ConstructMe_blob_arm_ps20b
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{
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public:
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ConstructMe_blob_arm_ps20b()
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{
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GetShaderDLL()->AddShaderComboInformation( &blob_arm_ps20b_combos );
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}
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};
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static ConstructMe_blob_arm_ps20b s_ConstructMe_blob_arm_ps20b;
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