Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

59 lines
2.5 KiB

  1. // STATIC: "MASKEDBLENDING" "0..1"
  2. // STATIC: "BASETEXTURE2" "0..1"
  3. // STATIC: "DETAILTEXTURE" "0..1"
  4. // STATIC: "BUMPMAP" "0..2"
  5. // STATIC: "BUMPMAP2" "0..1"
  6. // STATIC: "CUBEMAP" "0..1"
  7. // STATIC: "ENVMAPMASK" "0..1"
  8. // STATIC: "BASEALPHAENVMAPMASK" "0..1"
  9. // STATIC: "SELFILLUM" "0..1"
  10. // STATIC: "NORMALMAPALPHAENVMAPMASK" "0..1"
  11. // STATIC: "DIFFUSEBUMPMAP" "0..1"
  12. // STATIC: "BASETEXTURENOENVMAP" "0..1"
  13. // STATIC: "BASETEXTURE2NOENVMAP" "0..1"
  14. // STATIC: "WARPLIGHTING" "0..1"
  15. // STATIC: "FANCY_BLENDING" "0..1"
  16. // STATIC: "RELIEF_MAPPING" "0..0" [ps20b]
  17. // STATIC: "SEAMLESS" "0..1"
  18. // STATIC: "OUTLINE" "0..1"
  19. // STATIC: "SOFTEDGES" "0..1"
  20. // STATIC: "BUMPMASK" "0..1"
  21. // STATIC: "NORMAL_DECODE_MODE" "0..0" [XBOX]
  22. // STATIC: "NORMAL_DECODE_MODE" "0..0" [PC]
  23. // STATIC: "NORMALMASK_DECODE_MODE" "0..0" [XBOX]
  24. // STATIC: "NORMALMASK_DECODE_MODE" "0..0" [PC]
  25. // STATIC: "DETAIL_BLEND_MODE" "0..11"
  26. // STATIC: "FLASHLIGHT" "0..1" [ps20b] [XBOX]
  27. // DYNAMIC: "FASTPATHENVMAPCONTRAST" "0..1"
  28. // DYNAMIC: "FASTPATH" "0..1"
  29. // DYNAMIC: "WRITEWATERFOGTODESTALPHA" "0..1"
  30. // DYNAMIC: "PIXELFOGTYPE" "0..1"
  31. // DYNAMIC: "LIGHTING_PREVIEW" "0..2" [PC]
  32. // DYNAMIC: "LIGHTING_PREVIEW" "0..0" [XBOX]
  33. // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..1" [ps20b] [PC]
  34. // DYNAMIC: "WRITE_DEPTH_TO_DESTALPHA" "0..0" [ps20b] [XBOX]
  35. // SKIP: $SEAMLESS && $RELIEF_MAPPING [ps20b]
  36. // SKIP: (! $DETAILTEXTURE) && ( $DETAIL_BLEND_MODE != 0 )
  37. // SKIP: $SEAMLESS && ( $OUTLINE || $SOFTEDGES)
  38. // SKIP: $BASETEXTURE2 && ( $OUTLINE || $SOFTEDGES)
  39. // SKIP: $BUMPMAP2 && ( $OUTLINE || $SOFTEDGES)
  40. // SKIP: $SELFILLUM && ( $OUTLINE || $SOFTEDGES)
  41. // SKIP: $MASKEDBLENDING && ( $OUTLINE || $SOFTEDGES)
  42. // SKIP: $FANCY_BLENDING && ( $OUTLINE || $SOFTEDGES)
  43. // SKIP: $LIGHTING_PREVIEW && ( $OUTLINE || $SOFTEDGES)
  44. // SKIP: ($FASTPATH == 0) && ( $OUTLINE || $SOFTEDGES)
  45. // SKIP: ($DETAILTEXTURE && $BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
  46. // SKIP: ($WARPLIGHTING) && ( $OUTLINE || $SOFTEDGES)
  47. // SKIP: ($BUMPMAP) && ( $OUTLINE || $SOFTEDGES)
  48. // SKIP: ($DETAIL_BLEND_MODE == 2 ) || ($DETAIL_BLEND_MODE == 3 ) || ($DETAIL_BLEND_MODE == 4 )
  49. // SKIP: ($DETAIL_BLEND_MODE == 5 ) || ($DETAIL_BLEND_MODE == 6 ) || ($DETAIL_BLEND_MODE == 7 )
  50. // SKIP: ($DETAIL_BLEND_MODE == 8 ) || ($DETAIL_BLEND_MODE == 9 )
  51. // SKIP ($DETAIL_BLEND_MODE == 10 ) && ($BUMPMAP == 0 )
  52. // SKIP ($DETAIL_BLEND_MODE == 11 ) && ($BUMPMAP != 0 )
  53. #include "lightmappedgeneric_ps2_3_x.h"