// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // 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 TEETH_BUMP_PS20B_H #define TEETH_BUMP_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class teeth_bump_ps20b_Static_Index { unsigned int m_nCONVERT_TO_SRGB : 2; public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; } teeth_bump_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); } int GetIndex() const { return ( 40 * m_nCONVERT_TO_SRGB ) + 0; } }; #define shaderStaticTest_teeth_bump_ps20b 1 class teeth_bump_ps20b_Dynamic_Index { unsigned int m_nPIXELFOGTYPE : 2; unsigned int m_nNUM_LIGHTS : 3; unsigned int m_nAMBIENT_LIGHT : 2; unsigned int m_nWRITE_DEPTH_TO_DESTALPHA : 2; #ifdef _DEBUG bool m_bPIXELFOGTYPE : 1; bool m_bNUM_LIGHTS : 1; bool m_bAMBIENT_LIGHT : 1; bool m_bWRITE_DEPTH_TO_DESTALPHA : 1; #endif // _DEBUG public: void SetPIXELFOGTYPE( int i ) { Assert( i >= 0 && i <= 1 ); m_nPIXELFOGTYPE = i; #ifdef _DEBUG m_bPIXELFOGTYPE = true; #endif // _DEBUG } void SetNUM_LIGHTS( int i ) { Assert( i >= 0 && i <= 4 ); m_nNUM_LIGHTS = i; #ifdef _DEBUG m_bNUM_LIGHTS = true; #endif // _DEBUG } void SetAMBIENT_LIGHT( int i ) { Assert( i >= 0 && i <= 1 ); m_nAMBIENT_LIGHT = i; #ifdef _DEBUG m_bAMBIENT_LIGHT = true; #endif // _DEBUG } void SetWRITE_DEPTH_TO_DESTALPHA( int i ) { Assert( i >= 0 && i <= 1 ); m_nWRITE_DEPTH_TO_DESTALPHA = i; #ifdef _DEBUG m_bWRITE_DEPTH_TO_DESTALPHA = true; #endif // _DEBUG } teeth_bump_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nPIXELFOGTYPE = 0; m_nNUM_LIGHTS = 0; m_nAMBIENT_LIGHT = 0; m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; m_bNUM_LIGHTS = false; m_bAMBIENT_LIGHT = false; m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bPIXELFOGTYPE && m_bNUM_LIGHTS && m_bAMBIENT_LIGHT && m_bWRITE_DEPTH_TO_DESTALPHA ); return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nNUM_LIGHTS ) + ( 10 * m_nAMBIENT_LIGHT ) + ( 20 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_teeth_bump_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_AMBIENT_LIGHT + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA #endif // TEETH_BUMP_PS20B_H