Counter Strike : Global Offensive Source Code
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800 lines
19 KiB

// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!!
// ($DETAIL_BLEND_MODE == 7 ) && $BUMPMAP2
// ($DETAIL_BLEND_MODE == 6 )
// ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
// ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
// ($FANCY_BLENDING) && ($DETAIL_BLEND_MODE == 7 )
// ($FANCY_BLENDING) && ($BASETEXTURE2 == 0 ) && ($BUMPMAP2 == 0 )
// ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 )
// ( $CUBEMAP == 2 ) && ( $PIXELFOGTYPE == 1 ) && ( $SHADER_SRGB_READ == 1 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CASCADE_SIZE != 0 )
// ( $CASCADED_SHADOW_MAPPING != 0 ) && ( $SFM != 0 )
// ( $CASCADED_SHADOW_MAPPING == 0 ) && ( $CSM_MODE != 0 )
// $ENVMAPMASK && $BUMPMAP
// $NORMALMAPALPHAENVMAPMASK && $BASEALPHAENVMAPMASK
// $NORMALMAPALPHAENVMAPMASK && $ENVMAPMASK
// $BASEALPHAENVMAPMASK && $ENVMAPMASK
// $BASEALPHAENVMAPMASK && $SELFILLUM
// !$FASTPATH && $FASTPATHENVMAPCONTRAST
// !$FASTPATH && $FASTPATHENVMAPTINT
// !$BUMPMAP && $BUMPMAP2
// $ENVMAPMASK && $BUMPMAP2
// $BASEALPHAENVMAPMASK && $BUMPMAP
// $SEAMLESS && ( $DETAIL_BLEND_MODE != 12 )
// $BUMPMASK && ( $SEAMLESS || ( $DETAILTEXTURE != 12 ) || $SELFILLUM || $BASETEXTURE2 )
// $FASTPATH && $PIXELFOGTYPE && $BASETEXTURE2 && $CUBEMAP && ($DETAIL_BLEND_MODE == 10 )
// $FANCY_BLENDING && $BUMPMAP && $DETAILTEXTURE
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
// defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPTINT && $LIGHTING_PREVIEW && $FASTPATHENVMAPTINT
// defined $LIGHTING_PREVIEW && defined $FASTPATHENVMAPCONTRAST && $LIGHTING_PREVIEW && $FASTPATHENVMAPCONTRAST
// defined $LIGHTING_PREVIEW && defined $FASTPATH && $LIGHTING_PREVIEW && $FASTPATH
// ($FLASHLIGHT || $FLASHLIGHTSHADOWS) && $LIGHTING_PREVIEW
#include "shaderlib/cshader.h"
class lightmappedgeneric_ps20b_Static_Index
{
private:
int m_nBASETEXTURE2;
#ifdef _DEBUG
bool m_bBASETEXTURE2;
#endif
public:
void SetBASETEXTURE2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASETEXTURE2 = i;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
void SetBASETEXTURE2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASETEXTURE2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBASETEXTURE2 = true;
#endif
}
private:
int m_nBUMPMAP;
#ifdef _DEBUG
bool m_bBUMPMAP;
#endif
public:
void SetBUMPMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nBUMPMAP = i;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
void SetBUMPMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nBUMPMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP = true;
#endif
}
private:
int m_nBUMPMAP2;
#ifdef _DEBUG
bool m_bBUMPMAP2;
#endif
public:
void SetBUMPMAP2( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBUMPMAP2 = i;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
void SetBUMPMAP2( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBUMPMAP2 = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMAP2 = true;
#endif
}
private:
int m_nCUBEMAP;
#ifdef _DEBUG
bool m_bCUBEMAP;
#endif
public:
void SetCUBEMAP( int i )
{
Assert( i >= 0 && i <= 2 );
m_nCUBEMAP = i;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
void SetCUBEMAP( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 2 );
m_nCUBEMAP = i ? 1 : 0;
#ifdef _DEBUG
m_bCUBEMAP = true;
#endif
}
private:
int m_nENVMAPMASK;
#ifdef _DEBUG
bool m_bENVMAPMASK;
#endif
public:
void SetENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nENVMAPMASK = i;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
void SetENVMAPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bENVMAPMASK = true;
#endif
}
private:
int m_nBASEALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bBASEALPHAENVMAPMASK;
#endif
public:
void SetBASEALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nBASEALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
void SetBASEALPHAENVMAPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nBASEALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = true;
#endif
}
private:
int m_nSELFILLUM;
#ifdef _DEBUG
bool m_bSELFILLUM;
#endif
public:
void SetSELFILLUM( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSELFILLUM = i;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
void SetSELFILLUM( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSELFILLUM = i ? 1 : 0;
#ifdef _DEBUG
m_bSELFILLUM = true;
#endif
}
private:
int m_nNORMALMAPALPHAENVMAPMASK;
#ifdef _DEBUG
bool m_bNORMALMAPALPHAENVMAPMASK;
#endif
public:
void SetNORMALMAPALPHAENVMAPMASK( int i )
{
Assert( i >= 0 && i <= 1 );
m_nNORMALMAPALPHAENVMAPMASK = i;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
void SetNORMALMAPALPHAENVMAPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nNORMALMAPALPHAENVMAPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = true;
#endif
}
private:
int m_nFANCY_BLENDING;
#ifdef _DEBUG
bool m_bFANCY_BLENDING;
#endif
public:
void SetFANCY_BLENDING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFANCY_BLENDING = i;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
void SetFANCY_BLENDING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFANCY_BLENDING = i ? 1 : 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = true;
#endif
}
private:
int m_nSEAMLESS;
#ifdef _DEBUG
bool m_bSEAMLESS;
#endif
public:
void SetSEAMLESS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSEAMLESS = i;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
void SetSEAMLESS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSEAMLESS = i ? 1 : 0;
#ifdef _DEBUG
m_bSEAMLESS = true;
#endif
}
private:
int m_nBUMPMASK;
#ifdef _DEBUG
bool m_bBUMPMASK;
#endif
public:
void SetBUMPMASK( int i )
{
Assert( i >= 0 && i <= 0 );
m_nBUMPMASK = i;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
void SetBUMPMASK( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nBUMPMASK = i ? 1 : 0;
#ifdef _DEBUG
m_bBUMPMASK = true;
#endif
}
private:
int m_nDETAIL_BLEND_MODE;
#ifdef _DEBUG
bool m_bDETAIL_BLEND_MODE;
#endif
public:
void SetDETAIL_BLEND_MODE( int i )
{
Assert( i >= 0 && i <= 12 );
m_nDETAIL_BLEND_MODE = i;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
void SetDETAIL_BLEND_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 12 );
m_nDETAIL_BLEND_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = true;
#endif
}
private:
int m_nFLASHLIGHT;
#ifdef _DEBUG
bool m_bFLASHLIGHT;
#endif
public:
void SetFLASHLIGHT( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHT = i;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
void SetFLASHLIGHT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHT = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHT = true;
#endif
}
private:
int m_nSHADER_SRGB_READ;
#ifdef _DEBUG
bool m_bSHADER_SRGB_READ;
#endif
public:
void SetSHADER_SRGB_READ( int i )
{
Assert( i >= 0 && i <= 1 );
m_nSHADER_SRGB_READ = i;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
void SetSHADER_SRGB_READ( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nSHADER_SRGB_READ = i ? 1 : 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = true;
#endif
}
private:
int m_nLIGHTING_PREVIEW;
#ifdef _DEBUG
bool m_bLIGHTING_PREVIEW;
#endif
public:
void SetLIGHTING_PREVIEW( int i )
{
Assert( i >= 0 && i <= 0 );
m_nLIGHTING_PREVIEW = i;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
void SetLIGHTING_PREVIEW( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nLIGHTING_PREVIEW = i ? 1 : 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = true;
#endif
}
private:
int m_nCASCADED_SHADOW_MAPPING;
#ifdef _DEBUG
bool m_bCASCADED_SHADOW_MAPPING;
#endif
public:
void SetCASCADED_SHADOW_MAPPING( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCASCADED_SHADOW_MAPPING = i;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
void SetCASCADED_SHADOW_MAPPING( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCASCADED_SHADOW_MAPPING = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif
}
private:
int m_nCSM_MODE;
#ifdef _DEBUG
bool m_bCSM_MODE;
#endif
public:
void SetCSM_MODE( int i )
{
Assert( i >= 0 && i <= 0 );
m_nCSM_MODE = i;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
void SetCSM_MODE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nCSM_MODE = i ? 1 : 0;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif
}
private:
int m_nDOPIXELFOG;
#ifdef _DEBUG
bool m_bDOPIXELFOG;
#endif
public:
void SetDOPIXELFOG( int i )
{
Assert( i >= 0 && i <= 1 );
m_nDOPIXELFOG = i;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
void SetDOPIXELFOG( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nDOPIXELFOG = i ? 1 : 0;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif
}
public:
// CONSTRUCTOR
lightmappedgeneric_ps20b_Static_Index( IShaderShadow *pShaderShadow, IMaterialVar **params )
{
#ifdef _DEBUG
m_bBASETEXTURE2 = false;
#endif // _DEBUG
m_nBASETEXTURE2 = 0;
#ifdef _DEBUG
m_bBUMPMAP = false;
#endif // _DEBUG
m_nBUMPMAP = 0;
#ifdef _DEBUG
m_bBUMPMAP2 = false;
#endif // _DEBUG
m_nBUMPMAP2 = 0;
#ifdef _DEBUG
m_bCUBEMAP = false;
#endif // _DEBUG
m_nCUBEMAP = 0;
#ifdef _DEBUG
m_bENVMAPMASK = false;
#endif // _DEBUG
m_nENVMAPMASK = 0;
#ifdef _DEBUG
m_bBASEALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nBASEALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bSELFILLUM = false;
#endif // _DEBUG
m_nSELFILLUM = 0;
#ifdef _DEBUG
m_bNORMALMAPALPHAENVMAPMASK = false;
#endif // _DEBUG
m_nNORMALMAPALPHAENVMAPMASK = 0;
#ifdef _DEBUG
m_bFANCY_BLENDING = false;
#endif // _DEBUG
m_nFANCY_BLENDING = 0;
#ifdef _DEBUG
m_bSEAMLESS = false;
#endif // _DEBUG
m_nSEAMLESS = 0;
#ifdef _DEBUG
m_bBUMPMASK = false;
#endif // _DEBUG
m_nBUMPMASK = 0;
#ifdef _DEBUG
m_bDETAIL_BLEND_MODE = false;
#endif // _DEBUG
m_nDETAIL_BLEND_MODE = 0;
#ifdef _DEBUG
m_bFLASHLIGHT = false;
#endif // _DEBUG
m_nFLASHLIGHT = 0;
#ifdef _DEBUG
m_bSHADER_SRGB_READ = false;
#endif // _DEBUG
m_nSHADER_SRGB_READ = 0;
#ifdef _DEBUG
m_bLIGHTING_PREVIEW = false;
#endif // _DEBUG
m_nLIGHTING_PREVIEW = 0;
#ifdef _DEBUG
m_bCASCADED_SHADOW_MAPPING = true;
#endif // _DEBUG
m_nCASCADED_SHADOW_MAPPING = g_pHardwareConfig->SupportsCascadedShadowMapping() ;
#ifdef _DEBUG
m_bCSM_MODE = true;
#endif // _DEBUG
m_nCSM_MODE = 0 ;
#ifdef _DEBUG
m_bDOPIXELFOG = true;
#endif // _DEBUG
m_nDOPIXELFOG = !IS_FLAG_SET( MATERIAL_VAR_VERTEXFOG ) ? 1 : 0 ;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllStaticVarsDefined = m_bBASETEXTURE2 && m_bBUMPMAP && m_bBUMPMAP2 && m_bCUBEMAP && m_bENVMAPMASK && m_bBASEALPHAENVMAPMASK && m_bSELFILLUM && m_bNORMALMAPALPHAENVMAPMASK && m_bFANCY_BLENDING && m_bSEAMLESS && m_bBUMPMASK && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHT && m_bSHADER_SRGB_READ && m_bLIGHTING_PREVIEW && m_bCASCADED_SHADOW_MAPPING && m_bCSM_MODE && m_bDOPIXELFOG;
Assert( bAllStaticVarsDefined );
#endif // _DEBUG
return ( 64 * m_nBASETEXTURE2 ) + ( 128 * m_nBUMPMAP ) + ( 384 * m_nBUMPMAP2 ) + ( 768 * m_nCUBEMAP ) + ( 2304 * m_nENVMAPMASK ) + ( 4608 * m_nBASEALPHAENVMAPMASK ) + ( 9216 * m_nSELFILLUM ) + ( 18432 * m_nNORMALMAPALPHAENVMAPMASK ) + ( 36864 * m_nFANCY_BLENDING ) + ( 73728 * m_nSEAMLESS ) + ( 147456 * m_nBUMPMASK ) + ( 147456 * m_nDETAIL_BLEND_MODE ) + ( 1916928 * m_nFLASHLIGHT ) + ( 3833856 * m_nSHADER_SRGB_READ ) + ( 7667712 * m_nLIGHTING_PREVIEW ) + ( 7667712 * m_nCASCADED_SHADOW_MAPPING ) + ( 15335424 * m_nCSM_MODE ) + ( 15335424 * m_nDOPIXELFOG ) + 0;
}
};
#define shaderStaticTest_lightmappedgeneric_ps20b psh_forgot_to_set_static_BASETEXTURE2 + psh_forgot_to_set_static_BUMPMAP + psh_forgot_to_set_static_BUMPMAP2 + psh_forgot_to_set_static_CUBEMAP + psh_forgot_to_set_static_ENVMAPMASK + psh_forgot_to_set_static_BASEALPHAENVMAPMASK + psh_forgot_to_set_static_SELFILLUM + psh_forgot_to_set_static_NORMALMAPALPHAENVMAPMASK + psh_forgot_to_set_static_FANCY_BLENDING + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_BUMPMASK + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_SHADER_SRGB_READ + psh_forgot_to_set_static_LIGHTING_PREVIEW + 0
class lightmappedgeneric_ps20b_Dynamic_Index
{
private:
int m_nFASTPATHENVMAPCONTRAST;
#ifdef _DEBUG
bool m_bFASTPATHENVMAPCONTRAST;
#endif
public:
void SetFASTPATHENVMAPCONTRAST( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATHENVMAPCONTRAST = i;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
void SetFASTPATHENVMAPCONTRAST( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFASTPATHENVMAPCONTRAST = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = true;
#endif
}
private:
int m_nFASTPATH;
#ifdef _DEBUG
bool m_bFASTPATH;
#endif
public:
void SetFASTPATH( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFASTPATH = i;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
void SetFASTPATH( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFASTPATH = i ? 1 : 0;
#ifdef _DEBUG
m_bFASTPATH = true;
#endif
}
private:
int m_nWRITEWATERFOGTODESTALPHA;
#ifdef _DEBUG
bool m_bWRITEWATERFOGTODESTALPHA;
#endif
public:
void SetWRITEWATERFOGTODESTALPHA( int i )
{
Assert( i >= 0 && i <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
void SetWRITEWATERFOGTODESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = true;
#endif
}
private:
int m_nWRITE_DEPTH_TO_DESTALPHA;
#ifdef _DEBUG
bool m_bWRITE_DEPTH_TO_DESTALPHA;
#endif
public:
void SetWRITE_DEPTH_TO_DESTALPHA( int i )
{
Assert( i >= 0 && i <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
void SetWRITE_DEPTH_TO_DESTALPHA( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = true;
#endif
}
private:
int m_nFLASHLIGHTSHADOWS;
#ifdef _DEBUG
bool m_bFLASHLIGHTSHADOWS;
#endif
public:
void SetFLASHLIGHTSHADOWS( int i )
{
Assert( i >= 0 && i <= 1 );
m_nFLASHLIGHTSHADOWS = i;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
void SetFLASHLIGHTSHADOWS( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nFLASHLIGHTSHADOWS = i ? 1 : 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = true;
#endif
}
private:
int m_nPAINTREFRACT;
#ifdef _DEBUG
bool m_bPAINTREFRACT;
#endif
public:
void SetPAINTREFRACT( int i )
{
Assert( i >= 0 && i <= 0 );
m_nPAINTREFRACT = i;
#ifdef _DEBUG
m_bPAINTREFRACT = true;
#endif
}
void SetPAINTREFRACT( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 0 );
m_nPAINTREFRACT = i ? 1 : 0;
#ifdef _DEBUG
m_bPAINTREFRACT = true;
#endif
}
private:
int m_nCASCADE_SIZE;
#ifdef _DEBUG
bool m_bCASCADE_SIZE;
#endif
public:
void SetCASCADE_SIZE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nCASCADE_SIZE = i;
#ifdef _DEBUG
m_bCASCADE_SIZE = true;
#endif
}
void SetCASCADE_SIZE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nCASCADE_SIZE = i ? 1 : 0;
#ifdef _DEBUG
m_bCASCADE_SIZE = true;
#endif
}
private:
int m_nPIXELFOGTYPE;
#ifdef _DEBUG
bool m_bPIXELFOGTYPE;
#endif
public:
void SetPIXELFOGTYPE( int i )
{
Assert( i >= 0 && i <= 1 );
m_nPIXELFOGTYPE = i;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
void SetPIXELFOGTYPE( bool i )
{
Assert( ( i ? 1 : 0 ) >= 0 && ( i ? 1 : 0 ) <= 1 );
m_nPIXELFOGTYPE = i ? 1 : 0;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif
}
public:
// CONSTRUCTOR
lightmappedgeneric_ps20b_Dynamic_Index( IShaderDynamicAPI *pShaderAPI )
{
#ifdef _DEBUG
m_bFASTPATHENVMAPCONTRAST = false;
#endif // _DEBUG
m_nFASTPATHENVMAPCONTRAST = 0;
#ifdef _DEBUG
m_bFASTPATH = false;
#endif // _DEBUG
m_nFASTPATH = 0;
#ifdef _DEBUG
m_bWRITEWATERFOGTODESTALPHA = false;
#endif // _DEBUG
m_nWRITEWATERFOGTODESTALPHA = 0;
#ifdef _DEBUG
m_bWRITE_DEPTH_TO_DESTALPHA = false;
#endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 0;
#ifdef _DEBUG
m_bFLASHLIGHTSHADOWS = false;
#endif // _DEBUG
m_nFLASHLIGHTSHADOWS = 0;
#ifdef _DEBUG
m_bPAINTREFRACT = false;
#endif // _DEBUG
m_nPAINTREFRACT = 0;
#ifdef _DEBUG
m_bCASCADE_SIZE = true;
#endif // _DEBUG
m_nCASCADE_SIZE = ( pShaderAPI->IsCascadedShadowMapping() ) ? 1 : 0 ;
#ifdef _DEBUG
m_bPIXELFOGTYPE = true;
#endif // _DEBUG
m_nPIXELFOGTYPE = ( pShaderAPI->GetSceneFogMode() == MATERIAL_FOG_LINEAR_BELOW_FOG_Z ) ;
}
int GetIndex()
{
// Asserts to make sure that we aren't using any skipped combinations.
// Asserts to make sure that we are setting all of the combination vars.
#ifdef _DEBUG
bool bAllDynamicVarsDefined = m_bFASTPATHENVMAPCONTRAST && m_bFASTPATH && m_bWRITEWATERFOGTODESTALPHA && m_bWRITE_DEPTH_TO_DESTALPHA && m_bFLASHLIGHTSHADOWS && m_bPAINTREFRACT && m_bCASCADE_SIZE && m_bPIXELFOGTYPE;
Assert( bAllDynamicVarsDefined );
#endif // _DEBUG
return ( 1 * m_nFASTPATHENVMAPCONTRAST ) + ( 2 * m_nFASTPATH ) + ( 4 * m_nWRITEWATERFOGTODESTALPHA ) + ( 8 * m_nWRITE_DEPTH_TO_DESTALPHA ) + ( 8 * m_nFLASHLIGHTSHADOWS ) + ( 16 * m_nPAINTREFRACT ) + ( 16 * m_nCASCADE_SIZE ) + ( 32 * m_nPIXELFOGTYPE ) + 0;
}
};
#define shaderDynamicTest_lightmappedgeneric_ps20b psh_forgot_to_set_dynamic_FASTPATHENVMAPCONTRAST + psh_forgot_to_set_dynamic_FASTPATH + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS + psh_forgot_to_set_dynamic_PAINTREFRACT + 0
static const ShaderComboInformation_t s_DynamicComboArray_lightmappedgeneric_ps20b[8] =
{
{ "FASTPATHENVMAPCONTRAST", 0, 1 },
{ "FASTPATH", 0, 1 },
{ "WRITEWATERFOGTODESTALPHA", 0, 1 },
{ "WRITE_DEPTH_TO_DESTALPHA", 0, 0 },
{ "FLASHLIGHTSHADOWS", 0, 1 },
{ "PAINTREFRACT", 0, 0 },
{ "CASCADE_SIZE", 0, 1 },
{ "PIXELFOGTYPE", 0, 1 },
};
static const ShaderComboInformation_t s_StaticComboArray_lightmappedgeneric_ps20b[18] =
{
{ "BASETEXTURE2", 0, 1 },
{ "BUMPMAP", 0, 2 },
{ "BUMPMAP2", 0, 1 },
{ "CUBEMAP", 0, 2 },
{ "ENVMAPMASK", 0, 1 },
{ "BASEALPHAENVMAPMASK", 0, 1 },
{ "SELFILLUM", 0, 1 },
{ "NORMALMAPALPHAENVMAPMASK", 0, 1 },
{ "FANCY_BLENDING", 0, 1 },
{ "SEAMLESS", 0, 1 },
{ "BUMPMASK", 0, 0 },
{ "DETAIL_BLEND_MODE", 0, 12 },
{ "FLASHLIGHT", 0, 1 },
{ "SHADER_SRGB_READ", 0, 1 },
{ "LIGHTING_PREVIEW", 0, 0 },
{ "CASCADED_SHADOW_MAPPING", 0, 1 },
{ "CSM_MODE", 0, 0 },
{ "DOPIXELFOG", 0, 1 },
};
static const ShaderComboSemantics_t lightmappedgeneric_ps20b_combos =
{
"lightmappedgeneric_ps20b", s_DynamicComboArray_lightmappedgeneric_ps20b, 8, s_StaticComboArray_lightmappedgeneric_ps20b, 18
};
class ConstructMe_lightmappedgeneric_ps20b
{
public:
ConstructMe_lightmappedgeneric_ps20b()
{
GetShaderDLL()->AddShaderComboInformation( &lightmappedgeneric_ps20b_combos );
}
};
static ConstructMe_lightmappedgeneric_ps20b s_ConstructMe_lightmappedgeneric_ps20b;