Team Fortress 2 Source Code as on 22/4/2020
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//===== Copyright © Valve Corporation, All rights reserved. ======//
#ifndef ISHADER_DECLARATIONS_HDR
#define ISHADER_DECLARATIONS_HDR
//-----------------------------------------------------------------------------
// Standard vertex shader constants
//-----------------------------------------------------------------------------
enum
{
// Standard vertex shader constants
VERTEX_SHADER_MATH_CONSTANTS0 = 0,
VERTEX_SHADER_MATH_CONSTANTS1 = 1,
VERTEX_SHADER_CAMERA_POS = 2,
VERTEX_SHADER_FLEXSCALE = 3, // DX9 only
VERTEX_SHADER_LIGHT_INDEX = 3, // DX8 only
VERTEX_SHADER_MODELVIEWPROJ = 4,
VERTEX_SHADER_VIEWPROJ = 8,
VERTEX_SHADER_MODELVIEWPROJ_THIRD_ROW = 12,
VERTEX_SHADER_VIEWPROJ_THIRD_ROW = 13,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_10 = 14,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_11 = 15,
VERTEX_SHADER_FOG_PARAMS = 16,
VERTEX_SHADER_VIEWMODEL = 17,
VERTEX_SHADER_AMBIENT_LIGHT = 21,
VERTEX_SHADER_LIGHTS = 27,
VERTEX_SHADER_LIGHT0_POSITION = 29,
VERTEX_SHADER_MODULATION_COLOR = 47,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_0 = 48,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_1 = 49,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_2 = 50,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_3 = 51,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_4 = 52,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_5 = 53,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_6 = 54,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_7 = 55,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_8 = 56,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_9 = 57,
VERTEX_SHADER_MODEL = 58,
//
// We reserve up through 216 for the 53 bones supported on DX9
//
VERTEX_SHADER_SHADER_SPECIFIC_CONST_13 = 217,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_14 = 218,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_15 = 219,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_16 = 220,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_17 = 221,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_18 = 222,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_19 = 223,
VERTEX_SHADER_SHADER_SPECIFIC_CONST_12 = 224,
// 226 ClipPlane0 |------ OpenGL will jam clip planes into these two
// 227 ClipPlane1 |
VERTEX_SHADER_FLEX_WEIGHTS = 1024,
VERTEX_SHADER_MAX_FLEX_WEIGHT_COUNT = 512,
};
//-----------------------------------------------------------------------------
// forward declarations
//-----------------------------------------------------------------------------
class IMaterialVar;
class IShaderShadow;
class IShaderDynamicAPI;
class IShaderInit;
class CBasePerMaterialContextData;
//-----------------------------------------------------------------------------
// Shader flags
//-----------------------------------------------------------------------------
enum ShaderFlags_t
{
SHADER_NOT_EDITABLE = 0x1
};
//-----------------------------------------------------------------------------
// Shader parameter flags
//-----------------------------------------------------------------------------
enum ShaderParamFlags_t
{
SHADER_PARAM_NOT_EDITABLE = 0x1
};
//-----------------------------------------------------------------------------
// Standard vertex shader constants
//-----------------------------------------------------------------------------
enum
{
// Standard vertex shader constants
VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST = 0,
VERTEX_SHADER_LIGHT_ENABLE_BOOL_CONST_COUNT = 4,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_0 = 4,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_1 = 5,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_2 = 6,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_3 = 7,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_4 = 8,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_5 = 9,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_6 = 10,
VERTEX_SHADER_SHADER_SPECIFIC_BOOL_CONST_7 = 11,
};
//-----------------------------------------------------------------------------
// Shader dictionaries defined in DLLs
//-----------------------------------------------------------------------------
enum PrecompiledShaderType_t
{
PRECOMPILED_VERTEX_SHADER = 0,
PRECOMPILED_PIXEL_SHADER,
PRECOMPILED_SHADER_TYPE_COUNT,
};
//-----------------------------------------------------------------------------
// Flags field of PrecompiledShader_t
//-----------------------------------------------------------------------------
enum
{
// runtime flags
SHADER_IS_ASM = 0x1,
SHADER_FAILED_LOAD = 0x2,
};
#endif