Team Fortress 2 Source Code as on 22/4/2020
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#include "shaderlib/cshader.h" class water_ps20b_Static_Index { private: int m_nCONVERT_TO_SRGB; #ifdef _DEBUG bool m_bCONVERT_TO_SRGB; #endif public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } void SetCONVERT_TO_SRGB( bool i ) { m_nCONVERT_TO_SRGB = i ? 1 : 0; #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif } private: int m_nBASETEXTURE; #ifdef _DEBUG bool m_bBASETEXTURE; #endif public: void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } void SetBASETEXTURE( bool i ) { m_nBASETEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bBASETEXTURE = true; #endif } private: int m_nMULTITEXTURE; #ifdef _DEBUG bool m_bMULTITEXTURE; #endif public: void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } void SetMULTITEXTURE( bool i ) { m_nMULTITEXTURE = i ? 1 : 0; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif } private: int m_nREFLECT; #ifdef _DEBUG bool m_bREFLECT; #endif public: void SetREFLECT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFLECT = i; #ifdef _DEBUG m_bREFLECT = true; #endif } void SetREFLECT( bool i ) { m_nREFLECT = i ? 1 : 0; #ifdef _DEBUG m_bREFLECT = true; #endif } private: int m_nREFRACT; #ifdef _DEBUG bool m_bREFRACT; #endif public: void SetREFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACT = i; #ifdef _DEBUG m_bREFRACT = true; #endif } void SetREFRACT( bool i ) { m_nREFRACT = i ? 1 : 0; #ifdef _DEBUG m_bREFRACT = true; #endif } private: int m_nABOVEWATER; #ifdef _DEBUG bool m_bABOVEWATER; #endif public: void SetABOVEWATER( int i ) { Assert( i >= 0 && i <= 1 ); m_nABOVEWATER = i; #ifdef _DEBUG m_bABOVEWATER = true; #endif } void SetABOVEWATER( bool i ) { m_nABOVEWATER = i ? 1 : 0; #ifdef _DEBUG m_bABOVEWATER = true; #endif } private: int m_nBLURRY_REFRACT; #ifdef _DEBUG bool m_bBLURRY_REFRACT; #endif public: void SetBLURRY_REFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLURRY_REFRACT = i; #ifdef _DEBUG m_bBLURRY_REFRACT = true; #endif } void SetBLURRY_REFRACT( bool i ) { m_nBLURRY_REFRACT = i ? 1 : 0; #ifdef _DEBUG m_bBLURRY_REFRACT = true; #endif } private: int m_nNORMAL_DECODE_MODE; #ifdef _DEBUG bool m_bNORMAL_DECODE_MODE; #endif public: void SetNORMAL_DECODE_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNORMAL_DECODE_MODE = i; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } void SetNORMAL_DECODE_MODE( bool i ) { m_nNORMAL_DECODE_MODE = i ? 1 : 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif } public: water_ps20b_Static_Index( ) { #ifdef _DEBUG m_bCONVERT_TO_SRGB = true; #endif // _DEBUG
m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); #ifdef _DEBUG m_bBASETEXTURE = false; #endif // _DEBUG
m_nBASETEXTURE = 0; #ifdef _DEBUG m_bMULTITEXTURE = false; #endif // _DEBUG
m_nMULTITEXTURE = 0; #ifdef _DEBUG m_bREFLECT = false; #endif // _DEBUG
m_nREFLECT = 0; #ifdef _DEBUG m_bREFRACT = false; #endif // _DEBUG
m_nREFRACT = 0; #ifdef _DEBUG m_bABOVEWATER = false; #endif // _DEBUG
m_nABOVEWATER = 0; #ifdef _DEBUG m_bBLURRY_REFRACT = false; #endif // _DEBUG
m_nBLURRY_REFRACT = 0; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = false; #endif // _DEBUG
m_nNORMAL_DECODE_MODE = 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_bCONVERT_TO_SRGB && m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bBLURRY_REFRACT && m_bNORMAL_DECODE_MODE; Assert( bAllStaticVarsDefined ); #endif // _DEBUG
return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nMULTITEXTURE ) + ( 32 * m_nREFLECT ) + ( 64 * m_nREFRACT ) + ( 128 * m_nABOVEWATER ) + ( 256 * m_nBLURRY_REFRACT ) + ( 512 * m_nNORMAL_DECODE_MODE ) + 0; } }; #define shaderStaticTest_water_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_BLURRY_REFRACT + psh_forgot_to_set_static_NORMAL_DECODE_MODE + 0 class water_ps20b_Dynamic_Index { 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 ) { m_nPIXELFOGTYPE = i ? 1 : 0; #ifdef _DEBUG m_bPIXELFOGTYPE = 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 <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } void SetWRITE_DEPTH_TO_DESTALPHA( bool i ) { m_nWRITE_DEPTH_TO_DESTALPHA = i ? 1 : 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif } public: water_ps20b_Dynamic_Index() { #ifdef _DEBUG m_bPIXELFOGTYPE = false; #endif // _DEBUG
m_nPIXELFOGTYPE = 0; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG
m_nWRITE_DEPTH_TO_DESTALPHA = 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 bAllDynamicVarsDefined = m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA; Assert( bAllDynamicVarsDefined ); #endif // _DEBUG
return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_water_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA + 0
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