// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // ( $FLASHLIGHT != 0 ) && ( $NUM_LIGHTS > 0 ) // ( $FLASHLIGHT == 0 ) && ( $FLASHLIGHTSHADOWS == 1 ) // ( $RAYTRACESPHERE == 0 ) && ( $SPHERETEXKILLCOMBO == 1 ) // 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 EYE_REFRACT_PS20B_H #define EYE_REFRACT_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class eye_refract_ps20b_Static_Index { unsigned int m_nFLASHLIGHT : 2; unsigned int m_nLIGHTWARPTEXTURE : 2; unsigned int m_nSPHERETEXKILLCOMBO : 2; unsigned int m_nRAYTRACESPHERE : 2; unsigned int m_nFLASHLIGHTDEPTHFILTERMODE : 2; #ifdef _DEBUG bool m_bFLASHLIGHT : 1; bool m_bLIGHTWARPTEXTURE : 1; bool m_bSPHERETEXKILLCOMBO : 1; bool m_bRAYTRACESPHERE : 1; bool m_bFLASHLIGHTDEPTHFILTERMODE : 1; #endif // _DEBUG public: void SetFLASHLIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHT = i; #ifdef _DEBUG m_bFLASHLIGHT = true; #endif // _DEBUG } void SetLIGHTWARPTEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nLIGHTWARPTEXTURE = i; #ifdef _DEBUG m_bLIGHTWARPTEXTURE = true; #endif // _DEBUG } void SetSPHERETEXKILLCOMBO( int i ) { Assert( i >= 0 && i <= 1 ); m_nSPHERETEXKILLCOMBO = i; #ifdef _DEBUG m_bSPHERETEXKILLCOMBO = true; #endif // _DEBUG } void SetRAYTRACESPHERE( int i ) { Assert( i >= 0 && i <= 1 ); m_nRAYTRACESPHERE = i; #ifdef _DEBUG m_bRAYTRACESPHERE = true; #endif // _DEBUG } void SetFLASHLIGHTDEPTHFILTERMODE( int i ) { Assert( i >= 0 && i <= 2 ); m_nFLASHLIGHTDEPTHFILTERMODE = i; #ifdef _DEBUG m_bFLASHLIGHTDEPTHFILTERMODE = true; #endif // _DEBUG } eye_refract_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nFLASHLIGHT = 0; m_nLIGHTWARPTEXTURE = 0; m_nSPHERETEXKILLCOMBO = 0; m_nRAYTRACESPHERE = 0; m_nFLASHLIGHTDEPTHFILTERMODE = 0; #ifdef _DEBUG m_bFLASHLIGHT = false; m_bLIGHTWARPTEXTURE = false; m_bSPHERETEXKILLCOMBO = false; m_bRAYTRACESPHERE = false; m_bFLASHLIGHTDEPTHFILTERMODE = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bFLASHLIGHT && m_bLIGHTWARPTEXTURE && m_bSPHERETEXKILLCOMBO && m_bRAYTRACESPHERE && m_bFLASHLIGHTDEPTHFILTERMODE ); return ( 10 * m_nFLASHLIGHT ) + ( 20 * m_nLIGHTWARPTEXTURE ) + ( 40 * m_nSPHERETEXKILLCOMBO ) + ( 80 * m_nRAYTRACESPHERE ) + ( 160 * m_nFLASHLIGHTDEPTHFILTERMODE ) + 0; } }; #define shaderStaticTest_eye_refract_ps20b psh_forgot_to_set_static_FLASHLIGHT + psh_forgot_to_set_static_LIGHTWARPTEXTURE + psh_forgot_to_set_static_SPHERETEXKILLCOMBO + psh_forgot_to_set_static_RAYTRACESPHERE + psh_forgot_to_set_static_FLASHLIGHTDEPTHFILTERMODE class eye_refract_ps20b_Dynamic_Index { unsigned int m_nNUM_LIGHTS : 3; unsigned int m_nFLASHLIGHTSHADOWS : 2; #ifdef _DEBUG bool m_bNUM_LIGHTS : 1; bool m_bFLASHLIGHTSHADOWS : 1; #endif // _DEBUG public: void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } void SetFLASHLIGHTSHADOWS( int i ) { Assert( i >= 0 && i <= 1 ); m_nFLASHLIGHTSHADOWS = i; #ifdef _DEBUG m_bFLASHLIGHTSHADOWS = true; #endif // _DEBUG } eye_refract_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nNUM_LIGHTS = 0; m_nFLASHLIGHTSHADOWS = 0; #ifdef _DEBUG m_bNUM_LIGHTS = false; m_bFLASHLIGHTSHADOWS = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bNUM_LIGHTS && m_bFLASHLIGHTSHADOWS ); return ( 1 * m_nNUM_LIGHTS ) + ( 5 * m_nFLASHLIGHTSHADOWS ) + 0; } }; #define shaderDynamicTest_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS #endif // EYE_REFRACT_PS20B_H