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209 lines
5.4 KiB
209 lines
5.4 KiB
// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
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// ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 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 eye_refract_ps20_Static_Index
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{
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private:
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int m_nFLASHLIGHT;
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#ifdef _DEBUG
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bool m_bFLASHLIGHT;
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#endif
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public:
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void SetFLASHLIGHT( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nFLASHLIGHT = i;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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void SetFLASHLIGHT( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nFLASHLIGHT = i ? 1 : 0;
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#ifdef _DEBUG
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m_bFLASHLIGHT = true;
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#endif
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}
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private:
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int m_nLIGHTWARPTEXTURE;
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#ifdef _DEBUG
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bool m_bLIGHTWARPTEXTURE;
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#endif
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public:
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void SetLIGHTWARPTEXTURE( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nLIGHTWARPTEXTURE = i;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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void SetLIGHTWARPTEXTURE( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
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m_nLIGHTWARPTEXTURE = i ? 1 : 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = true;
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#endif
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}
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private:
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int m_nWORLD_NORMAL;
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#ifdef _DEBUG
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bool m_bWORLD_NORMAL;
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#endif
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public:
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void SetWORLD_NORMAL( int i )
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{
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Assert( i >= 0 && i <= 0 );
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m_nWORLD_NORMAL = i;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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void SetWORLD_NORMAL( bool i )
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{
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Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
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m_nWORLD_NORMAL = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = true;
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#endif
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}
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public:
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// CONSTRUCTOR
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eye_refract_ps20_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
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{
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#ifdef _DEBUG
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m_bFLASHLIGHT = false;
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#endif // _DEBUG
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m_nFLASHLIGHT = 0;
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#ifdef _DEBUG
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m_bLIGHTWARPTEXTURE = false;
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#endif // _DEBUG
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m_nLIGHTWARPTEXTURE = 0;
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#ifdef _DEBUG
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m_bWORLD_NORMAL = false;
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#endif // _DEBUG
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m_nWORLD_NORMAL = 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_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bWORLD_NORMAL;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 6 * m_nFLASHLIGHT ) + ( 12 * m_nLIGHTWARPTEXTURE ) + ( 24 * m_nWORLD_NORMAL ) + 0;
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}
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};
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#define shaderStaticTest_eye_refract_ps20 psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_WORLD_NORMAL + 0
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class eye_refract_ps20_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 <= 2 );
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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 ) <= 2 );
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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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public:
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// CONSTRUCTOR
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eye_refract_ps20_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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}
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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;
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Assert( bAllDynamicVarsDefined );
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#endif // _DEBUG
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return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_eye_refract_ps20 psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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static const ShaderComboInformation_t s_DynamicComboArray_eye_refract_ps20[2] =
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{
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{ "PIXELFOGTYPE", 0, 1 },
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{ "NUM_LIGHTS", 0, 2 },
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};
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static const ShaderComboInformation_t s_StaticComboArray_eye_refract_ps20[3] =
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{
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{ "FLASHLIGHT", 0, 1 },
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{ "LIGHTWARPTEXTURE", 0, 1 },
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{ "WORLD_NORMAL", 0, 0 },
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};
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static const ShaderComboSemantics_t eye_refract_ps20_combos =
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{
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"eye_refract_ps20", s_DynamicComboArray_eye_refract_ps20, 2, s_StaticComboArray_eye_refract_ps20, 3
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};
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class ConstructMe_eye_refract_ps20
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{
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public:
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ConstructMe_eye_refract_ps20()
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{
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GetShaderDLL()->AddShaderComboInformation( &eye_refract_ps20_combos );
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}
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};
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static ConstructMe_eye_refract_ps20 s_ConstructMe_eye_refract_ps20;
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