// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // !$WORLDVERTEXTRANSITION && $NORMALMAP2 // !$NORMALMAP && $NORMALMAP2 // !$DETAILTEXTURE && ( $DETAIL_BLEND_MODE != 0 ) // defined $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 // 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 $HDRTYPE && defined $HDRENABLED && !$HDRTYPE && $HDRENABLED // defined $PIXELFOGTYPE && defined $WRITEWATERFOGTODESTALPHA && ( $PIXELFOGTYPE != 1 ) && $WRITEWATERFOGTODESTALPHA // defined $LIGHTING_PREVIEW && defined $HDRTYPE && $LIGHTING_PREVIEW && $HDRTYPE != 0 // 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 #ifndef SDK_FLASHLIGHT_PS20B_H #define SDK_FLASHLIGHT_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class SDK_flashlight_ps20b_Static_Index { unsigned int m_nNORMALMAP : 2; unsigned int m_nNORMALMAP2 : 2; unsigned int m_nWORLDVERTEXTRANSITION : 2; unsigned int m_nSEAMLESS : 2; unsigned int m_nDETAILTEXTURE : 2; unsigned int m_nDETAIL_BLEND_MODE : 2; unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2; #ifdef _DEBUG bool m_bNORMALMAP : 1; bool m_bNORMALMAP2 : 1; bool m_bWORLDVERTEXTRANSITION : 1; bool m_bSEAMLESS : 1; bool m_bDETAILTEXTURE : 1; bool m_bDETAIL_BLEND_MODE : 1; bool m_bFLASHLIGHTDEPTHFILTERMODE : 1; #endif // _DEBUG public: void SetNORMALMAP( int i ) { Assert( i >= 0 && i <= 2 ); m_nNORMALMAP = i; #ifdef _DEBUG m_bNORMALMAP = true; #endif // _DEBUG } void SetNORMALMAP2( int i ) { Assert( i >= 0 && i <= 1 ); m_nNORMALMAP2 = i; #ifdef _DEBUG m_bNORMALMAP2 = true; #endif // _DEBUG } void SetWORLDVERTEXTRANSITION( int i ) { Assert( i >= 0 && i <= 1 ); m_nWORLDVERTEXTRANSITION = i; #ifdef _DEBUG m_bWORLDVERTEXTRANSITION = true; #endif // _DEBUG } void SetSEAMLESS( int i ) { Assert( i >= 0 && i <= 1 ); m_nSEAMLESS = i; #ifdef _DEBUG m_bSEAMLESS = true; #endif // _DEBUG } void SetDETAILTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAILTEXTURE = i; #ifdef _DEBUG m_bDETAILTEXTURE = true; #endif // _DEBUG } void SetDETAIL_BLEND_MODE( int i ) { Assert( i >= 0 && i <= 1 ); m_nDETAIL_BLEND_MODE = i; #ifdef _DEBUG m_bDETAIL_BLEND_MODE = true; #endif // _DEBUG } void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif // _DEBUG } SDK_flashlight_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nNORMALMAP = 0; m_nNORMALMAP2 = 0; m_nWORLDVERTEXTRANSITION = 0; m_nSEAMLESS = 0; m_nDETAILTEXTURE = 0; m_nDETAIL_BLEND_MODE = 0; m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bNORMALMAP = false; m_bNORMALMAP2 = false; m_bWORLDVERTEXTRANSITION = false; m_bSEAMLESS = false; m_bDETAILTEXTURE = false; m_bDETAIL_BLEND_MODE = false; m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bNORMALMAP && m_bNORMALMAP2 && m_bWORLDVERTEXTRANSITION && m_bSEAMLESS && m_bDETAILTEXTURE && m_bDETAIL_BLEND_MODE && m_bFLASHLIGHTDEPTHFILTERMODE ); return ( 4 * m_nNORMALMAP ) + ( 12 * m_nNORMALMAP2 ) + ( 24 * m_nWORLDVERTEXTRANSITION ) + ( 48 * m_nSEAMLESS ) + ( 96 * m_nDETAILTEXTURE ) + ( 192 * m_nDETAIL_BLEND_MODE ) + ( 384 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0; } }; #define shaderStaticTest_SDK_flashlight_ps20b psh_forgot_to_set_static_NORMALMAP + psh_forgot_to_set_static_NORMALMAP2 + psh_forgot_to_set_static_WORLDVERTEXTRANSITION + psh_forgot_to_set_static_SEAMLESS + psh_forgot_to_set_static_DETAILTEXTURE + psh_forgot_to_set_static_DETAIL_BLEND_MODE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE class SDK_flashlight_ps20b_Dynamic_Index { unsigned int m_nPIXELFOGTYPE : 2; unsigned int m_nFLASHLIGHTSHADOWS : 2; #ifdef _DEBUG bool m_bPIXELFOGTYPE : 1; bool m_bFLASHLIGHTSHADOWS : 1; #endif // _DEBUG public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG } void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif // _DEBUG } SDK_flashlight_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nPIXELFOGTYPE = 0; m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bPIXELFOGTYPE && m_bFLASHLIGHTSHADOWS ); return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_SDK_flashlight_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS #endif // SDK_FLASHLIGHT_PS20B_H