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162 lines
3.5 KiB
162 lines
3.5 KiB
#include "shaderlib/cshader.h"
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class cloak_ps20b_Static_Index
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{
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private:
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int m_nCONVERT_TO_SRGB;
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#ifdef _DEBUG
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bool m_bCONVERT_TO_SRGB;
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#endif
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public:
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void SetCONVERT_TO_SRGB( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nCONVERT_TO_SRGB = i;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif
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}
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void SetCONVERT_TO_SRGB( bool i )
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{
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m_nCONVERT_TO_SRGB = i ? 1 : 0;
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = 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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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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public:
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cloak_ps20b_Static_Index( )
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{
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#ifdef _DEBUG
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m_bCONVERT_TO_SRGB = true;
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#endif // _DEBUG
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m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion();
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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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}
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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_bCONVERT_TO_SRGB && m_bLIGHTWARPTEXTURE;
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Assert( bAllStaticVarsDefined );
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#endif // _DEBUG
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return ( 20 * m_nCONVERT_TO_SRGB ) + ( 40 * m_nLIGHTWARPTEXTURE ) + 0;
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}
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};
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#define shaderStaticTest_cloak_ps20b psh_forgot_to_set_static_LIGHTWARPTEXTURE + 0
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class cloak_ps20b_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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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_nWRITEWATERFOGTODESTALPHA;
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#ifdef _DEBUG
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bool m_bWRITEWATERFOGTODESTALPHA;
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#endif
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public:
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void SetWRITEWATERFOGTODESTALPHA( int i )
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{
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Assert( i >= 0 && i <= 1 );
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m_nWRITEWATERFOGTODESTALPHA = i;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = true;
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#endif
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}
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void SetWRITEWATERFOGTODESTALPHA( bool i )
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{
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m_nWRITEWATERFOGTODESTALPHA = i ? 1 : 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = 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 <= 4 );
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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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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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cloak_ps20b_Dynamic_Index()
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{
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#ifdef _DEBUG
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m_bPIXELFOGTYPE = false;
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#endif // _DEBUG
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m_nPIXELFOGTYPE = 0;
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#ifdef _DEBUG
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m_bWRITEWATERFOGTODESTALPHA = false;
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#endif // _DEBUG
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m_nWRITEWATERFOGTODESTALPHA = 0;
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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_bWRITEWATERFOGTODESTALPHA && 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_nWRITEWATERFOGTODESTALPHA ) + ( 4 * m_nNUM_LIGHTS ) + 0;
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}
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};
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#define shaderDynamicTest_cloak_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITEWATERFOGTODESTALPHA + psh_forgot_to_set_dynamic_NUM_LIGHTS + 0
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