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HL2Overcharged/materialsystem/stdshaders/include/SDK_eye_refract_ps20b.inc
2025-05-21 21:20:08 +03:00

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4.9 KiB
C++

// 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 SDK_EYE_REFRACT_PS20B_H
#define SDK_EYE_REFRACT_PS20B_H
#include "shaderapi/ishaderapi.h"
#include "shaderapi/ishadershadow.h"
#include "materialsystem/imaterialvar.h"
class SDK_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
}
SDK_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_SDK_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 SDK_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
}
SDK_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_SDK_eye_refract_ps20b psh_forgot_to_set_dynamic_NUM_LIGHTS + psh_forgot_to_set_dynamic_FLASHLIGHTSHADOWS
#endif // SDK_EYE_REFRACT_PS20B_H