// ALL SKIP STATEMENTS THAT AFFECT THIS SHADER!!! // $MULTITEXTURE && $BASETEXTURE // 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 WATER_PS20B_H #define WATER_PS20B_H #include "shaderapi/ishaderapi.h" #include "shaderapi/ishadershadow.h" #include "materialsystem/imaterialvar.h" class water_ps20b_Static_Index { unsigned int m_nCONVERT_TO_SRGB : 2; unsigned int m_nBASETEXTURE : 2; unsigned int m_nMULTITEXTURE : 2; unsigned int m_nREFLECT : 2; unsigned int m_nREFRACT : 2; unsigned int m_nABOVEWATER : 2; unsigned int m_nBLURRY_REFRACT : 2; unsigned int m_nNORMAL_DECODE_MODE : 1; #ifdef _DEBUG bool m_bBASETEXTURE : 1; bool m_bMULTITEXTURE : 1; bool m_bREFLECT : 1; bool m_bREFRACT : 1; bool m_bABOVEWATER : 1; bool m_bBLURRY_REFRACT : 1; bool m_bNORMAL_DECODE_MODE : 1; #endif // _DEBUG public: void SetCONVERT_TO_SRGB( int i ) { Assert( i >= 0 && i <= 1 ); m_nCONVERT_TO_SRGB = i; } void SetBASETEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nBASETEXTURE = i; #ifdef _DEBUG m_bBASETEXTURE = true; #endif // _DEBUG } void SetMULTITEXTURE( int i ) { Assert( i >= 0 && i <= 1 ); m_nMULTITEXTURE = i; #ifdef _DEBUG m_bMULTITEXTURE = true; #endif // _DEBUG } void SetREFLECT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFLECT = i; #ifdef _DEBUG m_bREFLECT = true; #endif // _DEBUG } void SetREFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nREFRACT = i; #ifdef _DEBUG m_bREFRACT = true; #endif // _DEBUG } void SetABOVEWATER( int i ) { Assert( i >= 0 && i <= 1 ); m_nABOVEWATER = i; #ifdef _DEBUG m_bABOVEWATER = true; #endif // _DEBUG } void SetBLURRY_REFRACT( int i ) { Assert( i >= 0 && i <= 1 ); m_nBLURRY_REFRACT = i; #ifdef _DEBUG m_bBLURRY_REFRACT = true; #endif // _DEBUG } void SetNORMAL_DECODE_MODE( int i ) { Assert( i >= 0 && i <= 0 ); m_nNORMAL_DECODE_MODE = i; #ifdef _DEBUG m_bNORMAL_DECODE_MODE = true; #endif // _DEBUG } water_ps20b_Static_Index( IShaderShadow* pShaderShadow, IMaterialVar** params ) { m_nCONVERT_TO_SRGB = g_pHardwareConfig->NeedsShaderSRGBConversion(); m_nBASETEXTURE = 0; m_nMULTITEXTURE = 0; m_nREFLECT = 0; m_nREFRACT = 0; m_nABOVEWATER = 0; m_nBLURRY_REFRACT = 0; m_nNORMAL_DECODE_MODE = 0; #ifdef _DEBUG m_bBASETEXTURE = false; m_bMULTITEXTURE = false; m_bREFLECT = false; m_bREFRACT = false; m_bABOVEWATER = false; m_bBLURRY_REFRACT = false; m_bNORMAL_DECODE_MODE = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bBASETEXTURE && m_bMULTITEXTURE && m_bREFLECT && m_bREFRACT && m_bABOVEWATER && m_bBLURRY_REFRACT && m_bNORMAL_DECODE_MODE ); return ( 4 * m_nCONVERT_TO_SRGB ) + ( 8 * m_nBASETEXTURE ) + ( 16 * m_nMULTITEXTURE ) + ( 32 * m_nREFLECT ) + ( 64 * m_nREFRACT ) + ( 128 * m_nABOVEWATER ) + ( 256 * m_nBLURRY_REFRACT ) + ( 512 * m_nNORMAL_DECODE_MODE ) + 0; } }; #define shaderStaticTest_water_ps20b psh_forgot_to_set_static_BASETEXTURE + psh_forgot_to_set_static_MULTITEXTURE + psh_forgot_to_set_static_REFLECT + psh_forgot_to_set_static_REFRACT + psh_forgot_to_set_static_ABOVEWATER + psh_forgot_to_set_static_BLURRY_REFRACT + psh_forgot_to_set_static_NORMAL_DECODE_MODE class water_ps20b_Dynamic_Index { unsigned int m_nPIXELFOGTYPE : 2; unsigned int m_nWRITE_DEPTH_TO_DESTALPHA : 2; #ifdef _DEBUG bool m_bPIXELFOGTYPE : 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 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 } water_ps20b_Dynamic_Index( IShaderDynamicAPI* pShaderAPI ) { m_nPIXELFOGTYPE = 0; m_nWRITE_DEPTH_TO_DESTALPHA = 0; #ifdef _DEBUG m_bPIXELFOGTYPE = false; m_bWRITE_DEPTH_TO_DESTALPHA = false; #endif // _DEBUG } int GetIndex() const { Assert( m_bPIXELFOGTYPE && m_bWRITE_DEPTH_TO_DESTALPHA ); return ( 1 * m_nPIXELFOGTYPE ) + ( 2 * m_nWRITE_DEPTH_TO_DESTALPHA ) + 0; } }; #define shaderDynamicTest_water_ps20b psh_forgot_to_set_dynamic_PIXELFOGTYPE + psh_forgot_to_set_dynamic_WRITE_DEPTH_TO_DESTALPHA #endif // WATER_PS20B_H